Wombits is a 2D point and click puzzle game which challenges ideas about perspective. The puzzles exist in an environment where the rules of perspective don't apply, forcing players to think differently about how to solve the problems. Wombits was made for my Honours project at Charles Sturt University.
About the Concept
Wombits endeavours to challenge player’s perception of perspective. The puzzles exist in an environment where the rules of perspective don't apply, forcing players to think differently about how to solve the problems presented in the game. It is driven by exploration and problem solving with the main focus being on the puzzles and the concept that the rules of the world may not be as expected. Adopting the ideas and mechanics from adventure games, and combining them with inspiration from forced perspective photography, Wombits sets out to explore these concepts a way unique to entirely two dimensional games.
Through play testing sessions in which individuals would be presented with the game with little preconceived ideas about what they were about to encounter it was evident the game had achieved its goal. Players would be challenged by the puzzles yet thrilled by the concepts once each puzzle was solved. The puzzles are challenging and fresh to keep the players focused and interested. They were able to independently work through the puzzles to get through to the end of the game. They were enthralled by the characters and the animation and enjoyed controlling the character and experiencing the interaction with the world along the way.
Wombits was made in Unity which at the time was the only major game engine to support 2d. Thanks to Adventure Creator I was able to rapidly prototype my concept with minimal coding required, so I could just focus on the things I loved; developing the concept and designing and animating the assets.
2D or 3D?
While the levels were created as 2D images all the characters were modelled, rigged, and animated in 3D to speed up the animation process. There were numerous unique animation sequences which were required for the different interactions of the characters, and due to the rapid production of the project I found animating in 3D and rendering with a 2D look was much more efficient than using a traditional 2D workflow.
There are six levels including the introduction scene, and three cut scenes to tell the story.
Puzzles (spoilers ahead)
I no longer support the game which unfortunately means you cant play it for yourself, so I figured I’d post some of the solutions so you could see how the forced perspective concepts work.
The Making of Wombits (Documentary)
Thanks for reading!