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The theme of Ludum Dare 54 was “Limited Space.”
A literal reading—simply giving the player a confined level—felt too broad. A battle royale, an escape room, or almost any game with bounded levels could satisfy that interpretation.
Instead, I separated the two words.
“Limited” became a restriction on where and how an action could be performed. “Space” referred both to physical space and to the Space Bar.
The Space Bar can only be used in limited spaces, and in limited counts.
Platformers felt like a natural starting point for a team in which most members were making a game for the first time. The genre was familiar, easy to communicate, and built around one universally understood action: pressing Space to jump.
Modern platformers expand that vocabulary with abilities such as dashing, teleportation, and gravity reversal. These abilities usually belong to separate buttons and gradually become tools the player can use without restriction.
I wanted to reverse that assumption.
In Space Bar Porter, movement is not an unlimited right. The Space Bar can activate jumping, teleportation, or gravity reversal, but each ability is restricted by the space the player currently occupies.
A familiar platforming input therefore becomes a limited resource—and platforming becomes a puzzle.
Six levels test different movement restrictions. Some reward route planning; others demand timing and execution.
Several spaces support multiple solutions, including low-input routes that use fewer Space Bar presses.
Yes, there is a plot.
Play as Bro, a chronically underperforming otaku courier at Sam Express. When the Moving-Verse is threatened by the Still Force—a phenomenon that freezes movement itself—Bro is sent across three spaces to deliver cargo and recover the world's lost abilities.
One delivery. Three spaces. No job security.
Each delivery leads Bro to the eccentric rulers of Jump Space, Gravity Space, and Dash Space. To keep her job, she must restore jumping, gravity reversal, and teleportation before the Moving-Verse becomes completely still.
Tomorrow is in your hands. Probably.
The lighthearted, meme-aware story deliberately contrasts with the game's restrictive mechanics. Its characters turn abstract movement abilities into memorable places, conflicts, and voices.
I developed the world, characters, dialogue, and narrative progression. The three-region structure also gave the level-design team a clear thematic focus for each movement ability.
Core Design
Interpreted “Limited Space” as both physical space and the Space Bar, then developed it into the central mechanic.
Narrative Design
Created the setting, characters, dialogue, and three-world progression.
Game Feel
Worked with the lead programmer and proposed input buffering to improve responsiveness.
Audio Implementation
Integrated part of the audio and replaced an unsuitable Wwise setup with Unity's built-in audio system before submission.
Level design was primarily led by another team member, while I focused on the core mechanic, game feel, narrative packaging, and part of the audio implementation.
Our pixel artist established the visual identity, and the programmers translated the movement restrictions into playable systems. For many of us, this was our first complete game shipped as a team.
Photos and video stills from the room where we made Space Bar Porter.
I had worried that my sense of humour would not land with players from other backgrounds. Reading comments about the absurd dialogue and pop-culture references was reassuring. Players also picked up on the literal reading of "Limited Space" as a limited Space Bar.
Adam Gallina described enjoying the search for the simplest route through a level, which was the kind of thinking I wanted the mechanic to encourage. The controls sometimes got in the way: players described awkward momentum, missed jumps, and frustrating restarts.
I replied about the missing sound effects: they had worked in my own version, but broke when I integrated it with the team's work through Plastic SCM. Our follow-up changes restored SFX and volume adjustment, fixed the music playing only once, and corrected the reversed-gravity character display and ending dialogue.
When Gamester1128 thought an ability had stopped working, I explained the remaining Space Bar count, dash range and destination preview. Fan also replied. The player came back to say they had finished with one Space Bar use left. That exchange showed me where the rules needed clearer explanation. More visible counter feedback and less fiddly movement would be my priorities for another pass.
We spent too much of the three-day jam on open-ended brainstorming. Next time, I would limit ideation to half a day and test disagreements through playable examples.
Wwise was too complex for the project's scale and conflicted with our Unity version-control setup. On the final day, I replaced it with Unity's built-in audio system.
This project introduced me to collaborators with whom I would later make several more games.
My first finished game—and the project that began my transition from writing stories to designing systems players could inhabit.