
Middlewalker
A first person puzzle/narrative dungeon crawler where you must harness the powers of both a spirit and a demon to escape.

* Submitted to IndieCade Horizions 2022 *
Responsibilities:
Conceptualized, gray boxed and designed all levels in the game.
Placed all props and materials with the focus of enhancing the player experience.
Led weekly group “check-ins” and kept all members on task by creating task logs.
Submitted to IndieCade Horizons 2022.
Middlewalker is a first person narrative/puzzle game where you must harness the powers of both an ancient spirit and a ruthless demon to escape.
Tutorial: Introduction to world and basic movement

The level is designed around the idea of a meandering path hidden in a valley guiding the player to the Founder’s final resting place

The player faces their first hurdle, needing to crouch in a muddy patch, teaching them that the Middlewalker is willing to crawl into murky situations to advance

I have the player finally reach their goal, the coffin and resting place of the “Founder". This section was done with a level sequence as one of the few “cutscenes” to guide the player towards the actual start of the game, as well allows for plot setup and level transition
Levels 1 & 2: Demon introduction, running, climbing & wallrunning

Overview of the 1st level with rough guiding lines. Red line is main path, green to show side path leading to first “Memory”

Using the same texture throughout the game, I introduced the player to their first wallclimb in a no-consequence situation with helpful dialogue creating atmosphere and background narrative

By this point the player has mastered running and jumping gaps and in this segment they are introduced to their first major trap. I designed the corridor to match just the amount of time needed to complete it without the player dying from their corruption levels reaching 100%, but I placed a small “safe zone” to make the segment easier.

Overview of the 2nd level unlit with guiding lines: Red main path, Green side path to “Memory”

I placed lights to help guide the player along the next trap and used the same material for the wallclimb to reinforce which walls are climbable. I am beginning to create repetition at the point the create a foundation for this core mechanic.

Similar to the previous level, the player learns wallrunnning in safe environment and is then lead to a pit trap where they must wallrun to safety
Levels 3 & 4: Introduction to the Founder and puzzle mechanics

Overview of the 3rd level unlit with guiding lines: Red main path, Green side path to “Memory”

The player is told be their new companion, “The Founder”, that they are able to move blocks with telekinesis and are able to see through walls. The player then learns about the key puzzle mechanic, blocks and pressure plates, in a easy puzzle. They also will learn about reusing blocks as stepping stones to advance

Overview of the 4th level unlit with guiding lines: Red main path, Green side path to the first “Memory”, Blue side path hidden behind a “Illusory wall” leading to the last “‘Memory”.

This is the first time where the player is introduced to “Illusory ” walls that block their path. As they were taught how to use their “sight” in the previous level, this is the first instance where they must use this ability to advance. Also, they are given an optional route to explore for a memory

After the player makes their way past the statues, they must solve a block puzzle based on the previous level but must use the Founder’s vision to find the correct solution
Level 5: A balancing act between the Demon and the Founder

Unlit with guiding lines: Red main path, Green side path to “Memory”. Also included was the the walled off section that did not make it into the final build

This is the first time that the player has access to all of their abilities. They must use both the Founder vision and telekinesis, as well as the Demon’s wallrun ability to cross the gap and solve a box puzzle
Level 6: Tension and Consequence—Overview of last level

Starting section:

The last level is split into 3 major paths with a short dialogue between all 3 characters. This section also introduces memories directly related to the player character
Founder section:

This section of the level focuses solely on the Founder’s skill set. They player must use everything they have learned thus far regarding the Founder’s abilities. The player drops down into a dark, small labyrinth and the only way to progress is using the Founder’s “vision” ability. The player must use everything they have learned thus far to progress to find one of the 3 boxes needed to complete the game. This section was designed to be fairly closed in with no verticality and dimly lit to facilitate the Founder’s slow and methodical playstyle
Demon section:

The introduction to the Demon’s section was designed to be a small testing envirnment to practice the advanced movement system, wallrunning and jumping from wall to wall. This section has no fail-state and facilitates a space for the player to master this new concept for the section ahead

After the introduction segment, the player must choose either the left or the right path to advance. The left path uses a small wall to wall jump, as well as a short jumping puzzle to avoid being electrocuted

If the player decides to follow the right path, they must complete a continuous maze of wallrunning and jumping from wall to wall, all without ever touching the floor. At the end of the sequence, they are rewarded with a memory and find the path to continue, as well as a way to reach the other memory by taking the left path in reverse
Main chamber:

This final section of the level is a collection point for two of the key boxes, one from the Founder section and one from the Demon section. The player must use these boxes to progress, as well as solve a puzzle to unlock the last box. Once all these tasks are done, the player approaches the Founder’s coffin, triggering the ending cutscene