|FREEDOM'S SILENCE|
2D Turn Based Stealth/Puzzle
STATUS: Completed prototype
DEVELOPMENT TIME: Two months
PLATFORM: Unity 2D for Windows (designed with mobile in mind)
2D Turn Based Stealth/Puzzle
STATUS: Completed prototype
DEVELOPMENT TIME: Two months
PLATFORM: Unity 2D for Windows (designed with mobile in mind)
Freedom’s Silence is a top down, turn based strategy/puzzle game in which players must stealth their way around a hostile environment with extremely limited methods of self defense in order to escape alive.
Set in the confines of a maximum security prison, players move along a line based grid to sneak around, distract, and silently eliminate stationary and patrolling guards.
Gameplay is slow and requires intense thought, focusing on movement, timing, puzzle solving, and resource gathering.
Freedom’s Silence was my final project for my sophomore Principles of Game Design class. The intent of the project was to capture the essence of traditional real-time stealth gameplay and translate it into a top down, turn based strategy/puzzle game for the iPad and Android tablets with strategic, turn based gameplay. I wanted to focus purely on the sneaking aspects of the stealth genre, as many contemporary stealth games give players a plethora of options to fight back against enemies, which I feel detracts greatly from the tension of the experience. In Freedom’s Silence, players can not defend themselves from enemies and only have one way of harming them: each level has a single knife pickup object that can be used to kill a strategically placed enemy. Additionally, each level has a distraction object that can be used to lure guards to a different patrol path. The levels consequently play out like movement puzzles, where players must determine where to move to get enemies to move out of the way, how to get the pickups, and which enemies to kill or distract.
As this is a solo project, I was responsible for everything in it. I conceptualized, designed, and implemented all required features and assets over the span of two months. I also created extensive documentation outlining every aspect of the game, and additionally made all the art assets from scratch using Adobe Illustrator and Photoshop (except for the rain effect in game, which is from the Unity asset store and credited in the game). I programmed every aspect of the game save for the source of the pathfinding system which used the A* method, and composed and recorded a song for the main menu which uses original sounds. Lastly, I recorded all of the sound effect source (except for the stabbing sound effect) and implemented the sound effects into Unity. All of the audio was recorded and created in Ableton Live.