Jeracell is LOCKED IN was an exploration of adding game-play mechanics with simple controls. To keep the controls simple, we used various scripts to read the items and variables of the player's inventory in order to unlock the next level. Dependent on if the player passed the check or not, the scripts always return character dialogue in order to guide them in their next steps.
Jeracell is LOCKED IN
Introduction
Project Name: Jeracell is LOCKED IN
Description: Digital Game / 1 Player / 20 - 25 MinutesClient: Independent Project Role: Co-Creator Year: 2024 Skills: Level designer, Puzzle designer, Gameplay developer
Tools: Bitsy
Overview
Jeracell is LOCKED IN was created as a simple puzzle game for people with little to no experience playing video games on a computer. We chose to use the Bitsy game engine for this project because, with only four directional controls, it ensured simplicity for the end player. However, the limited controls restricted how intricate I could make each puzzle, because the only actions the player can perform are to walk over an object to pick it up, and to walk into an object to activate a dialogue script.
To work around this, I designed every puzzle room so that each clue the player finds directs them to the next puzzle within their current level by using visual cues and scripted dialogue. The visual cues consist of library shelves with color-coded books, contrasting colors to highlight scrape marks on the floor, and item layouts that encouraged room exploration. The scripted dialogue is framed as Jeracell audibly working through the puzzles for his live stream viewers to avoid any narrative dissonance when giving the player directions. Only once the player completes all of the puzzle rooms on one floor a-re they allowed to advance to the next level.
In the library of level one, the player finds a solitary note containing dialogue that guides them to the correct book within the shelves through a color coded riddle.
In the first bedroom of the second level, the player is able to see a wilted flower pot on the ground, leading them to investigate and find the first clue of the level.
For the Courtyard in the final level, the player is introduced to the only moving NPCs in the game which show new level threat of an added fail state.
Process
Our project started with a planning document where we outlined the story, the visual style, the number of levels, and the types of puzzles we would use. Once the scope was determined, I drafted the order in which players would encounter the puzzles in each level based on their assumed difficulty to solve.
Level 1 - The Creative Process
The first draft of the entrance hallway leading to the initial puzzle rooms.
The initial layout for the Kitchen where the player receives their first clue of feeding the “Creepy Master”.
For the 1st level of the game, which is the first floor of The Mansion, I created prototype rooms to assess which puzzles would give the player a strong foundation for the game. These rooms then come together to serve as a tutorial level, meant to teach the player the logic necessary to win.
In The Mansion's 1st floor, the player must find food for dinner to feed the “Creepy Master” upstairs. Upon entering the library, the player must read the paper clue left on the table to activate the “ReadBook” dialog, setting the “ReadBook” variable to 1. This allows the player to activate the “AsparagusBook” dialog where they receive the item “asparagus” which is needed to complete the level.
Level 2 - Level Production
The second bedroom the player notices scrapes near the dresser that suggest it can be pushed out of the way to access the balcony.
In the study room the player reads a note left on the desk to learn the final clue of the last puzzle.
For the 2nd level of the game, on the second floor of The Mansion, I used the more complicated puzzles to create one overarching puzzle where the player would have to apply what they learned in level one. This required us to create three distinct rooms with a continuous theme that suggests to the player that the elements of each room must be combined to solve the final puzzle in the level.
In The Mansion’s 2nd floor, the player must explore two bedrooms, three balconies, and a personal study to find the necessary clues for the overarching puzzle of the level. In bedroom one, I introduced an item needed to solve upcoming puzzles and a balcony area with unique doors to create an association between the two. Then, in bedroom two, the balcony doors are blocked, with clues on the ground that activate Jeracell dialogue to guide the player towards unblocking the door. After finding the first two clues, the player must find the third hidden balcony for the last clue. Lastly, the player enters the study, which is filled with books and a piece of paper that’s brightly colored to draw the player to it. This paper gives the player the last hint needed to solve the final puzzle of the level.
Level 3 - Iteration and Finalization
In the Courtyard, Jeracell’s dialogue lets the player know that running into the roaming dogs is a fail state.
The clues from the level two and dialogue from Jeracell guide the player to the end of the final maze.
For the last level of the game, in the courtyard behind The Mansion, we increased the difficulty again by adding fail states to the two final puzzles. This meant designs and dialogue were needed to explain the new danger, while also hinting to the player how to avoid getting caught. To make sure that we were guiding players in the correct direction, we started beta testing and had players give feedback, which I then used to iterate and finalize each puzzle. I placed a special focus on areas where players were lost by changing object designs and Jeracell dialogue to influence them toward the correct progression.
In The Mansion’s courtyard, the player must avoid roaming dogs and solve a maze, each with unique fail states that the player may encounter. In the first puzzle we introduce the only moving NPCs in game, roaming dogs, who patrol back and forth guarding the sole exit showing that the player must get around them to progress to the next puzzle, the maze. For the maze, there are two sets of dialogue clues to guide the player. The first clues are given by stationary NPCs in the previous level, which tell the player which turns to take. The second clues are given by Jeracell upon entering the maze and whenever he makes a wrong turn. If the player runs into the dogs, or makes too many wrong turns in the maze, they activate the corresponding fail state and must restart.
Outcome
Overall, I created and implemented eight puzzles, spread across three levels, over the course of six months. This project taught me the importance of distinct designs to influence player actions and how limited 8-bit visuals can be supported by character dialogue. If you want to play the game for yourself, you can click the itch.io link at the bottom of the page, and I hope you enjoy it!