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João Victor Moitas de Araujo

Game Designer | Level Designer | QA Tester | Game Developer

Aurora

Game Jam – 2D Gameplay Prototype

Game Concept

Aurora is a 2D gameplay prototype built around geometric shapes and character transformation.

The player controls a character that can switch between different geometric forms while moving through a single-screen environment.

The main gameplay challenge is to move around the environment while shapes continuously fall from above. The player must switch to the correct form before collecting a shape.

Core Gameplay Loop

Move → Observe the falling shape → Change form → Collect the correct shape → Gain points and power.

Collecting an incorrect shape causes the player to lose points.

My Role

Game Designer | Gameplay Designer | Enemy & Obstacle Design

  • Designed the gameplay mechanics for the character's forms.
  • Designed the powers associated with each geometric form.
  • Designed enemies planned for the gameplay experience.
  • Designed obstacles and gameplay challenges.
  • Contributed to the overall gameplay structure.

The project was developed by a small team of approximately four people during a Game Jam.

Transformation System

The character could switch between different geometric forms by pressing a button.

The main forms were the circle, square, and triangle.

Each form was designed around a different power, creating a direct connection between the character's current shape and its gameplay capabilities.

The transformation mechanic was intended to become an important part of the player's interaction with enemies and obstacles.

Shape Collection

The main gameplay interaction involved a continuous "rain" of geometric shapes falling toward the player.

The player had to pay attention to the incoming shape and switch to the matching form before it reached the character.

Successfully matching the shape rewarded the player with points, while collecting the wrong shape resulted in a score penalty.

This encouraged the player to keep moving while simultaneously monitoring the falling shapes and deciding when to transform.

Gameplay Challenge

One of the main design challenges was making the geometric theme meaningful to the gameplay rather than using shapes only as a visual element.

The transformation mechanic therefore became part of the core gameplay loop: the player's current shape directly determined which falling objects could be collected correctly.

The intended progression was to combine this system with enemies and obstacles, requiring players to manage both shape matching and environmental threats.

Enemies & Obstacles

I designed enemies and obstacles that were intended to complement the transformation and power mechanics.

The player would eventually be able to use the powers associated with the different forms to overcome these challenges.

Due to the limited development time of the Game Jam, the project did not reach the stage where the complete enemy system and all planned gameplay elements could be fully implemented.

Level Design

Aurora used a single-screen environment where the player could move horizontally to the left and right.

The simplicity of the environment allowed the focus to remain on the transformation mechanic, movement, and falling-shape interaction.

The intended enemy and obstacle systems would have expanded the gameplay possibilities within this space.

Design Challenge

The main design challenge was creating a fun gameplay experience around the Game Jam's geometric-shape theme.

Rather than making shapes purely cosmetic, the design connected them directly to the player's abilities, score, and moment-to-moment decisions.

Working under Game Jam time constraints also required prioritizing the core mechanic over the complete implementation of the planned enemy and progression systems.

Playtesting

The prototype was tested by the members of the development team during the Game Jam.

These tests helped the team evaluate whether the core interaction between movement, transformation, and shape collection was understandable and enjoyable.

What I Would Improve Today

If I were revisiting Aurora today, my main priority would be completing the gameplay systems that could not be implemented during the Game Jam.

I would expand the game into multiple stages, introduce the planned enemies and obstacles, and create more situations where each geometric power is required.

This would allow the transformation mechanic to evolve beyond the initial shape-matching loop and become the foundation for a more complete progression system.

Key Takeaway

Aurora was an opportunity to experiment with a gameplay system where visual identity and player mechanics were directly connected.

The project also reinforced the importance of prioritizing a strong core mechanic during a Game Jam and understanding what can realistically be completed within a limited development timeframe.

Even though the final prototype did not include every planned feature, the transformation and shape-matching system established the foundation for the game's intended gameplay experience.

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