
Lost in Space and Time
Lost in Space and Time is a game made during a 48-hour gamejam, it is a Top-down shooter where a time traveler goes through different eras facing the inhabitants who are being mind controlled. This was my first experience developing a game with multiple weapons and enemies, and it provided valuable learning lessons regarding balancing and gameplay.
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Contribution
- Game Design
- Gameplay Design
- Content Design
- Level Design
- Balancing Design
- Sound Design
Details
Level Design
To make each level different from the others, the enemies of each era differ in the dynamics with which they are faced, even tho they possess the same AI. The same principle applies to weapons, which align with the specific theme of each level, complementing its dynamics.
Level 1:



In the first level, both the enemies and the weapon are simple. Facing this “base” enemy creates a reference for the game's next challenges and allows the player to easily familiarize themselves with the combat system.
Level 2:



Gladiators are tough, requiring two arrows to defeat. However, their movement speed is reduced, which serves to balance them. This increase in health is emphasized by the armor they use.
Level 3:



Cowboys are the fastest enemies in the game. As soon as they appear, the player needs to react quickly by aiming and shooting at enemies, in a dynamic reminiscent of classic cowboy duels.
Level 4:



Soldiers appear in greater quantities, following a war theme, where there will always be more and more enemies.
Level 5:



Being on the last level of the game, enemies appear faster and in greater numbers, a suitable challenge for the game's final battle.
Weapon status
Enemy status