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Ruins & Switch

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Pitch

In Ruins & Switch you play as Bob the Adventurer in an indie puzzle-platformer. You are armed with a hat, a pickaxe and a mystical power that inverts blocks and voids. Explore 28 levels spread over 4 different worlds, defeat 5 terrifying bosses and your infamous rival, the Baron von Zwitsch, to eventually find the treasures of a forgotten city. 

Gameplay Video

Origin

It all started with a Level Design exercise, in my school. We were 4 Game Designers and we had to create a little game and develop a few levels on it. Since we liked the prototype and the concept, we decided to go all the way to make it a complete experience.

Team

Gaétan RISCHE – Programmer​, Boss Designer

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Fabrice ROISNE-HAMELIN –Game Designer, Game Art, Level Designer

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Joffrey DELANGLE-TREFF – Game Designer, Level Designer

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Myself, Matthieu RIBOULOT – Game Designer, Level Designer

What I did

The Game Design was done collegially between the 4 of us, it's hard to determine exactly who did what in this case.

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For the Level Design part, it’s clearer, however. Our game was made with Game Maker Studio, so we used the scene editor. I  built 11 Levels of the game including all the levels of the third world, “Unlit Cave”. This represents about 40% of the game and 2 hours of gameplay.

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This world is characterized by restricted visibility, interactions with light sources and a special enemy, which had to be tutored and then highlighted in the Level Design.

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When I made the level, even if our mechanics already ensured lots of freedom for the player, I needed to make sure to have one readable critical path. I also needed to think about how to hide the 3 gold coins that are our secondary objectives.

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We had to do Rational Level Design to make sure we understood the interactions between the mechanics of the player and his environment.

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In the end, I was also responsible for the difficulty progression, in particular, to balance the bosses and the 4th world.

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I also did a lot of QA to make sure that the final product matched our ambitions.

Post-Mortem

Not being a fan of platformers, at first sight, Ruins & Switch was a project that opened my eyes to the fact that I don't want to limit myself to the games I usually play (typically strategy or visual novel games) in a professional setting. The development was carried out with very few incidents and with a highly motivated team.

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I find the result very interesting in terms of mechanics and I'm happy with the levels I was able to create. There's a retro atmosphere in Ruins & Switch that I particularly like.
Despite the fact that this game has remained relatively anonymous, we've had very good feedback from players.

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