2D puzzle-adventure · COMP3150 and COMP3151 team project · Early Access on itch.io
A Course in Time
A wizard switches each room between the past, present and future to solve its puzzles. Built by a team of five in Unity across COMP3150 and COMP3151 (Games Project A and B) at Macquarie University, and launching in Early Access on itch.io in November 2026. I was producer and team leader, and wrote most of the gameplay code.
What I built
- The player: movement, jumping and shooting
- Ladder mechanics
- The puzzle system and the objective systems
- The save data system, plus fixes for the persistent-data bugs between scenes
- All of the game's audio: the sounds and their FMOD integration
- Custom scripts that make Steam Audio's reflective audio work in 2D
Save data across scenes
The game started out in a single Unity scene. When we split it into several, data that had to carry over between scenes started breaking, because Unity destroys a scene's objects when the next one loads.
I built and implemented the save data system and fixed the persistent-data bugs, so progress and state now survive the move from one scene to the next.
Reflective audio in a 2D game
I handled all of the game's audio, from the sounds themselves to wiring them up through FMOD. Steam Audio's reflective audio doesn't support 2D games natively, so I wrote custom scripts to make it work in ours.
Mechanics in the game
- Five areas (the Foyer, Library, Boiler Room, Greenhouse and Alchemy), each explorable in the past, present and future
- A time beam fired from the staff, redirected with mirrors and used to start moving platforms by hitting their centre
- A freeze upgrade for the beam that stops auto-rotating pipes and certain plants
- Plants that grow into platforms and ladders
- Steam puzzles: redirect pipes to complete them, while broken pipes vent steam
- Laser circuits, switched off by disconnecting their fuse boxes
- Crates to push, pull or shoot into place, which can break through weakened flooring in another era
- Ladders, objectives, abilities, items and lore collectables, and save points with respawning
Controls
- Move: A and D, or the left stick on a controller
- Jump: Space, or X
- Climb ladders: W, or up on the left stick
- Drop down (off ladders and through platforms): S + Space, or down on the left stick + X
- Switch time: Q and E, or LB and RB
- Aim: the mouse, or the right stick
- Fire the time beam: left mouse button, or the left trigger (LT)
- Push and pull boxes with the staff: F, or the right trigger (RT)
The team
- Tyler Crump, Producer / Team Leader
- Uttam Pachikayala, Creative Director, UI/UX
- Xin Hu Dobbie, Lead Animator, Artist
- Ruby Cant, Lead Designer, Tileset Artist
- Payton Saunders, Lead Programmer
Credits as listed on the itch.io page. The team worked in an Agile way, with tasks in Jira and day-to-day communication on Discord.