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Gameplay designer · Level designer
Programming for gun feel · Narrative writing
Music selection
For GGJ2026's theme, Mask, I designed the core mechanic around three masks, each granting a different demon's combat ability. Our team built the game in 48 hours.
The starting point was a question about Hank from Detroit: Become Human: what if the android crisis pushed a veteran detective into a murderous breakdown? In our game, a cop makes a pact with a devil in a police station's cells, then fights his way to the helipad. I wanted the pulpy violence of a B-movie and the rush I enjoy in Hotline Miami. That made satisfying combat my priority.
Switching masks changes the player's weapon and how close they need to get to an enemy.
I designed these abilities around different approaches to the same fight. Distance favours the revolver; closing in gives the shotgun and blade their opportunity. The mouse wheel lets players move between all three during combat.
My programming work focused on recoil response and screen shake. I used both to give firing a gun a physical response on screen. The goal was for every shot to feel forceful while the player moved through the station.
I also chose Underworld's "Born Slippy (NUXX)", which I knew from Trainspotting, as the background music. I proposed flashing "KILL THEM ALL" on screen whenever the player reloads. It is a glimpse of the protagonist's obsessive inner voice: even while his gun is empty, his desire to keep killing takes over the screen. I wrote the game's narrative text around that descent into madness.
I designed the maps and placed enemies, cover, and routes through the combat spaces. Rainbow Six Siege was one of my references. I have spent a lot of time playing shooters, and wanted to draw on that experience when deciding where players would move and where they would meet resistance. Teammates designed the enemies' stats and behaviour.
The route climbs from the basement cells to the first-floor offices and weapons room, then through the second-floor conference room to the helipad. We originally imagined more levels after the escape. Within the jam's 48 hours, we kept the police station as the complete playable journey.
Players strongly preferred the revolver. Its reach let them stay safe, and the enemies' limited mobility gave them little reason to risk closing in. The other weapons' higher damage did not offset that advantage.
For a future version, I would test faster enemies alongside changes to the revolver: damage falloff at long range, loading rounds individually, or a longer recovery between shots. These are untested options. I would check whether they make switching masks more useful while keeping the combat satisfying.
Game art: ssarND · Full team credits on itch.io