BANG BANG PULL PULL

Release Date: TBA

Engine: Unity

Steam Link

PROJECT DESIGNED AROUND MY STRENGHTS

Even though I’m not afraid of charts and data tables, systemic gameplay is out of my league due to my lack of programming skills. Contrary to that, as a professional level designer, it made sense to center the project around levels.

SEARCHING FOR THE FORMULA

I studied A Short Hike and its impressively short development cycle, which I attributed to:

- Minimal reliance on systems.

- No combat or complicated interactions between in-game elements.

- Gameplay focused on exploration and level design.

I mimicked these principles in BBPP, prioritizing simplicity and creativity.

However, I overlooked one critical aspect—the pacing. A Short Hike offers a relaxed, exploration-focused pace, while BBPP is a rollercoaster, delivering fast and intense gameplay.

That means the amount of content a Short Hide needs for minutes of gameplay, players consumes here within seconds.

EXPLORATION AND REPLAYABILITY

UI screens at the end of the level motivates players to multiple playthroughs. As shown in playtests, this feature usually segments players' experience with the level into three stages.

First play-through - overwhelming but manageable experience after which player sees his stats for the first time.

Exploration - after which he starts to exploring different routes.

Score hunting - “What can I do to make my score bigger?” “Which path is fastest and which is the most rewarding?”

Although one playthrough lasts just two minutes, most players spend 15–30 minutes with the level.