Falling Alice
Awards
- Honorable mention at GameJamPlus RS 25/26
- Best sound design at GameJamPlus RS 25/26
About the project
Control Alice as she falls down the rabbit hole, while dodging incoming objects to prevent a pile of them from burying her.
Contribution
- Game Design
- Level Design
- Gameplay Design
- Project management
Details
Prototyping
Before the final art existed, the game's screen went through three versions in Miro: first the gameplay, then the scale and theme, and finally the art direction.
1. Shapes
I started prototyping in Miro with simple shapes. This visual representation gave the team an early understanding of the final product.

2. Reference images
Then I swapped the shapes for images from the internet, to understand the proportion between Alice, the objects and the playable area, and how the Wonderland theme would come through on screen.

3. Concept art mockup
Finally, the prototype became a mockup in Miro with the concept and early art made by the artists, so the team could visualize a possible final look for the game and make changes based on it.

Level Design
The game is split into levels made of waves, and each level introduces a new mechanic, so the player isn't overloaded and can stay in a state of flow. Every level has a written description and a visual representation.
● Standard object · ● Hazard: causes damage · ● Armored: 2 HP
Level 0
A few seconds of tutorial, with nothing coming.
Level 1
Introduces the mechanic of breaking objects.

Level 2
Introduces objects in different positions.

Level 3
Tests the player's skill and brings new wave patterns.

Level 4
Introduces objects that cause damage.

Level 5
Tests the player's skill and brings new wave patterns.

Level 6
Introduces armored objects (2 HP), tests the player's skill and brings new wave patterns.

Level 7: Endless
A loop of waves with varied patterns and randomized object types, always within a maximum difficulty per wave.

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