
About
3D adventure game with multiple endings developed for the Mini ZamJam 2025. Explore every corner of the map looking for different ways to enter the castle and get fun achievements for various actions such as poisoning the guard with spoiled food or launching yourself with a catapult.
To unlock all the achievements, the player must interact in different ways with all the elements on the map. This map has been designed so that each section presents new situations for the player, such as a mountain labyrinth or a lush forest.




My contribution
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Game Concept: The theme for the Mini ZamJam was "Castles". Once the theme was revealed to the participants, the rest of the team and I began brainstorming ideas about what we could do. One of my teammates mentioned the idea of creating a game about entering a castle using objects from the environment, for example, stacking several boxes to create stairs. Later, I took up my teammate's idea, suggesting creating many fun ways to enter the castle, such as bribing the guard or launching yourself with a catapult. The idea continued to evolve into the final version, where the player had to explore the map in search of all possible endings, similar to what happens in the game "Reventure".
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Game Design: As Game Designer, I was in charge of parameterizing various elements of the game, such as the catapult launch power.
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Level Design: I was in charge of designing and setting up the entire game map. It was the first time I'd designed a map that the player could explore in any order they wanted. I tried to fill the map with interesting and varied situations, so that each part of the map is distinct from the others and also presents different gameplay situations to the player: a labyrinth in the mountains, a small town hiding several chests... I also tried to place the game elements intelligently around the map, placing those elements that can interact with others relatively close together, or placing objects that are required for more achievements in easier-to-access places than those that are required for fewer achievements. Finally, I was also in charge of applying textures to the terrain, with the help of several of the artists on the team.
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Narrative Design: While the game doesn't have a story as such, we were clear that we wanted it to have a humorous tone, both in the way the different achievements were obtained, as well as in the descriptions and clues for them. I was in charge of writing all of these texts, as well as naming the achievements. The goal was to provide some insight into the achievement and to follow the game's humorous tone, supported by the 2D artist's illustrations (in addition to fitting onto the small achievement cards).
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Documentation: Yes! I wrote documentation for a Jam game. The reason for this was that, since we developed the game from Monday to Thursday, many team members had conflicting schedules, so I decided to document everything related to the achievements: their clues and descriptions, how to unlock them, etc. While this is my first time writing documentation for a Jam game, I think having all these details written down helped the programmers and artists in charge of the achievements work more quickly and efficiently.
Level Design Demo Reel
Other details
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Technologies used: Unity 6, GitHub
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Available at Itch.io