Inspiration

The idea came from a love of classic puzzle games that reward both logic and timing. I wanted to recreate that feeling of urgency where every decision matters because of the ticking clock. The challenge of combining exploration, resource management, and time pressure felt like a fresh way to keep players engaged.

What it does

The game is a time-based puzzle adventure. Players must solve each level before the timer expires by unlocking key-based doors, managing limited inventory slots, and moving blocks strategically. The main goal is to reach the exit of each map to progress further.

How we built it

The game is build in Unity, structuring each level as a separate scene. A LevelManager prefab keeps track of level states, and mechanics like keys, doors, and movable blocks were prototyped with simple sprites and 2D colliders. I also experimented with one-way tiles to add directional strategy. For timing, I used countdown timers linked to UI elements that trigger a Game Over scene on timeout.

Challenges we ran into

One major challenge was managing persistence of data, such as keeping track of the last played level when transitioning to the Game Over scene. Another was balancing mechanics, making sure puzzles were challenging without being unfair under time pressure. Designing inventory with limited slots also forced me to think carefully about player choices.

Accomplishments that we're proud of

I am proud of having a working prototype that combines multiple puzzle mechanics into a cohesive experience. The implementation of doors, inventory, and block movement already gives a sense of depth and strategy. Adding a timer elevated the intensity, making the gameplay feel unique compared to traditional puzzle games.

What we learned

The most important learning the importance of structuring global data, such as using static managers or ScriptableObjects to track game state across scenes. On the design side, we learned how small mechanics (like limited slots) can greatly impact player strategy. We also deepened our knowledge of Unity’s event system and collider-based triggers.

What's next for Donum

Next, I want to refine the visual style. More puzzle mechanics will be layered in, and the plan is to design levels where multiple solutions are possible. I am also considering scoring systems, such as bonus points for clearing levels faster than ( t < T_{limit} ). Eventually, I hope to expand into a polished release with dozens of levels and a consistent art style.

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