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Tozzi

First-person Horror walking sim

PROJECT INFO

Genre: Walking Sim, Adventure

Tool: Unity

Development Time: 48 h

Team Size: 5

Role: 

Game Designer

Gameplay Programmer

Level Designer

Overview

TOZZI (/tow-zi/) is a first-person horror walking sim in which you traverse and explore a child's room in a die.

Originally made for GMTK 2022, TOZZI was ranked 15th/6125 in Creativity.

Role

  • Game Designer

    • Designed a unique first-person controller with my teammates in which the player situated inside a dice can observe through the number holes and move by rolling the dice. 

    • Designed the monster behavior pattern 

  • Level Designer

    • Designed the tutorial level that teaches players with the environment artist to control the character and the mechanics of the monster.

    • Designed and blocked out the toy block city with the environment trace player to the exit door.

    • Designed and placed the AI patrol path of the level

  • Gameplay Programmer

    • Implemented the only Monster in this game which can patrol, observe, and chase players. 

Design Process

The concept is born from the theme "roll the dice". While brainstorming with my teammates, instead of making a usual dice-related game like puzzles or strategy games, we are more excited with the idea that "play as a dice observe through the number holes and move by rolling".

Based on this idea, we build a prototype with this dice player controller. However, a following design challenge coming from the dice character is the partially blocked first-person view. For a first-person walking simulator, navigation is a constant challenge throughout the whole level but the player it hard to see the surrounding environment in the dice even though the current dice surface is 1 (i.e the biggest hole on the dice with the best view to see outside) so that it's hard to find the right way to pass the level. For a horror game, the limited view could help create claustrophobic feelings, a sense of danger from the darkness, and the unseen part of the environment in the dice.

After several iterations on level, character, and monster, we found a way to balance this design. The transparency of the dice surface will depend on the monster's state and the distance to the monster. While the monster is patrolling and not seeing the player, the player still has the view that is partially blocked by the dice surface. While the monster finds the player and starts chasing the player, the transparency of the dice surface would increase together with the glitch effect. In this case, with the approaching monster, the player gets the reinforced ability to see the surrounding environment to hide from the monster as soon as possible. For changes on levels, we placed intentional lighting, and guided props to make it easier to navigate from the normal view through the number of holes

DiceView.png

Normal view though the number holes

GlitchView.png

dice surface with higher transparency while being chased

Tutorial Level_edited.jpg

Tutorial Level on Table

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