The Happy Path

A wild adventure through a small world filled with surprises, deception, and trickery

#platformer

#singleplayer

#traps

Overview

What's it about?

Die, fail, start over, die again, discover secret and useless things, and eventually throw your computer out the window because the game just pisses you off in this little platform adventure.

📣

Game Flow

  1. Work your way through the levels
  2. Discover secrets and unlock trophies
  3. Collect coins
  4. Try not to die to often
  5. Improve your run-through

📖

My Responsibilities
  • Creating the concept
  • Designing the UI
  • Developing the game (C# and Unity)
  • Modelling the 3D objects in Blender
  • User testing the prototypes
  • Managing social media contents (Instagram)

The Game

The Happy Path Logo Variations
Starting the Development

I wanted to release one fully fleshed out game to get to know the complete process.

I had the idea to create a game that deals with failing and retrying. With traps and trickeries. A game that surprises players.

I started creating one tutorial level to teach players the basics and one real level to explore and play through.

The Happy Path Unity
The Happy Path UI Design Sketch
The Happy Path Trap Designs Unity
Level Design & Release

Sketching out the levels was the first part along with brainstorming funny and weird things to implement. After that I created the UI, textures, and 3D models.

Next was to implement the hidden paths, the surprises and the weird things. This was the biggest part of the process – getting everything right before testing it with players because you only get one chance with each player.

After finishing the game, the publishing part took a lot of time. Creating graphics for every purpose, writing release texts, and eventually creating proper builds for every OS.

The Happy Path Publishing

Decisions & Challenges

Biggest Design Decision

It was very hard to decide to stick with one and a half levels only, even though players liked the game and wanted more levels.

I eventually decided to make the game very short. I simply wanted to display my skills and release my very first game instead of making it too big and complex.

The Toughest Challenge was…

… to make the timings right.

Players should be surprised and sometimes scared when playing.

So it was essential to properly time everything in detail without compromising the game flow.