A 2D slingshot, demolition puzzle game. This was a case study in analyzing the features of another such game.
Engine & Tools:
This project was made as part of a course where I focused on affordance in the feedback elements.
In order to get the correct feel for feedback, a breakdown model was used. This model made is easier to predict, and implement the necessary affordance events.
What I learned
Primarily, the breakdown model for mechanics, sound, and VFX. I have since used it as a standard part of my development process. Secondly, that the unholy mix of 3D & 2D game design should not be done unless the developer knows what they're doing.