Project Algernon
“Intelligence is one of the greatest human gifts. But all too often, a search for knowledge drives out the search for love.”
— from "Flowers for Algernon" by Daniel Keyes
Think Ouside the Box
Think Ouside the Box
Visual Showcase
Roles and Contribution
Roles:
Programmer, Level Designer, Puzzle Designer and Visual Designer
Contribution:
1. Built the whole gameplay
2. Set up Scenes and Environment in the game using external Assets
3. Made the UI with Photoshop
4. Designed and processed the external audio sources
5. Designed all the puzzles
6. Programmed most of the codes with C#
introduction
Overview
“Project Algernon” is a META puzzle game. Players will play as a mouse character in a developing video game, trying to escape from the developer’s computer. Players will encounter multiple “unsolvable” puzzles, which will need players to think outside the“box”.
my Intentions
Break Conventional
Break Fourth Wall
“What if the player can’t solve the puzzle inside the game?” and “What if I turn some built-in function of a computer into the mechanics of my game and make the computer as a playground of my game?”
Therefore, I thought about some simple “Old School Puzzles” like pushing the boxes and collecting password pieces. I intended to use these cliché puzzles and make them unsolvable inside the game to push players out of their conventional mindset and try to think outside the box. In addition, I tried to use these built-in functions of the computer as tools to solve puzzles, take advantage of the player’s desktop, and turn it into part of my game.
Breaking the Fourth Wall was my other intention; imagine if Dora in the cartoon asked you for help; instead of just sitting there and waiting for her to solve it by herself, but to give her a hand. So, instead of playing the character to solve puzzles, it’s more like helping the character to solve puzzles in my game. And it can build a different relationship between players and the character.
Level Design
Game Flow
Level 00
Cut and Paste the Algernon.txt to L2Folder
“Level 00“ is the intro level of the game with the simplest structure. It helps players to learn the basic mechanics of the game without solving puzzles.
“Cut and Paste“ is a built-in function of computer system, and it’s how players enter other levels.
Level 01
Drag and Drop GreenBox.txt into the GreenBoxFolder
Create a “BlueBoxFolder”
“Level 01“ is designed with the classic “Button and Box“ puzzles. However, it’s designed with the game's unsolvable conditions; the mouse is too small and can’t move the heavy box.
“Drag and Drop“ is a built-in function of the computer system and is also commonly used for transferring files.
At this level, I intended to break the fourth wall and establish to solve the puzzle; the player just “helps” the character to get through the obstacles.
The second part of this level is the variant of the first part.
But there is no Blue Button in the game and no BlueBoxFolder in the File Explorer.
Take a look and learn the pattern from the last part. Players can use “Create” from the built-in functions of the computer to make a “Button” from nowhere. And solve the puzzle just like the last part.
Level 02
“Level 02“ is designed with another of the classic “Collecting Password Pieces.“ The unsolvable condition is: How you expect a mouse to understand human English Letters and Numbers. And since it’s a character in the game; of course, it doesn’t have access to the game’s external environment.
Players will be blocked by a locked exit gate. And players need to collect all six pieces of the password to figure out the final answer. But instead of just showing the password to the player, it requires players to adjust the size of the File Explorer window frame to move the puzzle pieces to the corresponding position.
Old version of Level 02
Currently, Level 02 is my most complex level. Initially, it was designed to be a backroom-style maze to make the player get lost in it.
But a design like this feels plain and boring, even though it’s “Mechanics Focus.“
I re-designed the whole level’s structure and separated the map into multiple areas. I also assigned areas with different themes for players to explore, so that I can add in environmental storytelling.
Adjust the length and width ratio of the File Explorer's window frames
Visual Design
In the main lobby of the level, I set up a landmark as a memory point for players. It can help players memorize the map quickly.
In this area, players will be blocked by a wall of paper boxes. The volumetric light and lossy structure indicate the wall is breakable and something important is inside.
I intended to break the pattern of “only exploring”, so I assigned the mouse with the ability to crush the boxes, which created a various interaction.
“Who doesn’t enjoy destroying things?“
In this area, I still keep a maze at this level but with a better design on visual and a small volume on size. I use lights to indicate to players where the puzzle piece is. I added a dynamic particle system to decorate the area to break the static pattern among the whole level.
In this area, I kept a simple design for it and gave it a more extended depth to break the flat pattern of the map. I also use animations to get the player’s attention.
As the “Missing Room“, It has the theme of “Glitching.“ To emphasise the “glitching“ effects, I added flickering and shaking animation on the objects in the room.
I intended to mess up the size of the objects and try to create a sense of strange liminal spaces.
for level 02
I used lights as a guiding hint for players to explore. I put a spotlight on each of the area’s entries; once the player explores an area, it will automatically turn off. It helps players to Identify the unexplored area.
I kept the lobby with a lower prop density; in other words, the lobby is quite empty and broad compared to other areas in the level.
A design like this can highlight the other areas and draw the players’ attention to them. Avoiding the tail wags the dog.
To avoid using the same flat cube shape areas too much, I broke the pattern by introducing an area with an extended depth and an area with an irregular shape. It can keep the players’ gameplay experience fresh every time they explore a different shaped area.
Sound design
for level 02
I collected several sounds from the 2000s electronic devices in the office to make the room ambience sounds. I intended to make the player remind of the 2000s.
I’ve mixed:
the sound of an old hard driver spinning.
the sound of static noise and the sound of the internet connection.
the sound of keyboard typing.
the sound of an old computer’s fan spinning.
To correspond to Room 01’s theme, I’ve collected choir clips, castle ambiences, and wind blows. I mixed them together with a strong reverb to get the sense of a hollow castle.
The “Missing Room“has unique background music compared to other rooms in the level. I chose background music that feels like a revelation for telling the player it's a ”hidden place.” I also collected some static noise, radio disruption, and computer beeps. I cut the radio disruption into pieces, randomly rewind them, and play them randomly along with the background music with the beeps. I added a reverb to make the SFXs sound like it somewhere inside the room. Instead of just flatly using the background music, I added all these SFXs to add on a bit of the creepy and strange feelings corresponding to the glitching structure in the room.
Because I separated the map into areas, I also created multiple different Folders with numbers inside the Level 02 File Folder to indicate the corresponding areas.
It’s easy for players to notice in the game there is a glitching puzzle piece “stuck” in the wall, and after looking inside the Level 02 folder, they figure out there is a missing room Folder.
My intention for spawning different folders in File Explorers is to bring the structure from reality and enhance the relationship between reality and the digital world. It tells the players that the level is not just an exe file in the File Explorer but a true living tiny world inside the computer.
Level 03 & 04
the mouse get caught by the ”Windows Defender”
Delete the “Windows Defender“ Folders in the File Explorer
The “Annoying Virus“ will send players to a Rick Roll website
“Level 03“ is designed with the classic “Chasing” level. However, I made it very hard for the players to win the “windows defenders.”
I made the enemies with a close speed to the mouse, and the map is complex complares to previous levels.
I intended to make players get caught by the enemies the first time they enter the level to introduce the mechanics.
After players get caught in level 03, players will get teleported back to level 00. The Algernon.txt file will be “captured “ inside the “Windows Defender“ folder within the level 00 folder.
Players can go through the gameplay again or “Cut and Paste“ themselves back to level 3.
To get through Level 03, players can do it the hard way, remembering every route, where the enemies are, and taking care of every corner.
or……
Do it a simple way: “Delete” the enemies.
“Copy and Paste“ the “Windows Defender“ from L0Folder or L3Folder to get the Virus
In Level 04, the room is simple, but players will be blocked by an “Annoying Virus.“ once the players touch it, it will automatically bring up a Rick Roll website.
According to what players learned on level 03, the “Windows Defender“ can capture viruses. Players can “Copy and Paste“ the “Windows Defender“ from Level 00 or Level 03 to Level 04 to catch the “Annoying Virus.”
I designed level 04 to break the pattern of linear gameplay and to emphasize the idea of “Think Outside the Box,” not focusing only within one level.