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Hugh Two O

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My Roles

Project Manager

Lead Designer
Lead Programmer (C#)

Developed in

Unity Engine

Duration

72 Hours

Platform

PC

Release
Student Project

November 2023

Intro

For the Alberta Propel Game Jam 2023, the challenge was to design a 2D platformer that combined fun gameplay with an educational or thematic message.

Our team wanted to create a game that would:

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  • Be accessible and engaging for children and families.

  • Teach, in a playful way, the importance of water and its different states of matter.

  • Deliver a cohesive experience under strict time constraints.

HughTwoO.png

Design Approach

Puzzle & Platform Design

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  • Water Form: Environmental interaction → grow trees to create new paths.

  • Ice Form: Classic platformer jumping + hazard management (fragility).

  • Cloud Form: Movement freedom but limited control → used sparingly for gaps and high spaces.

 

By tying mechanics to scientific concepts (solid/liquid/gas), the game doubled as an intuitive learning tool.

Core Concept

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We designed Hugh, a droplet of water who can transform into three elemental forms, each tied to a season:

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  • Summer – Water Droplet: Can fall safely, grow trees into platforms, but cannot jump.

  • Winter – Ice Cube: Can walk and jump, cross water, but breaks if falling from high places.

  • Spring – Cloud: Can float/fly over large gaps but is more vulnerable.
     

Narrative Context: Hugh is a child of nature, sent to nurture life by watering plants and ensuring the forest thrives. Each level ends with Hugh reaching and watering a sprout to make the world greener.

Gameplay Progression
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Levels were structured around progressive difficulty:

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  1. Early Levels: Focus on water mechanics (falling safely, growing trees).

  2. Mid Levels: Introduce ice mechanics (platforming with risk of shattering).

  3. Later Levels: Integrate cloud form for traversal and puzzle solving.

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This layered approach gradually taught players the rules of each form before combining them into more complex challenges.

Iteration and Feedback

The Problem

During playtests, we noticed:

  • Some players (especially kids) didn’t immediately connect each form’s limitations and advantages.

  • Levels with mixed mechanics sometimes overwhelmed players.

 

The Solution
  • Clear Visual Feedback: Seasonal transitions were emphasized with strong visual/audio cues (snowfall, sunshine, blooming).

  • Gradual Onboarding: Levels were restructured so each form’s rules were reinforced before being combined.

  • Narrative Reinforcement: The goal of “watering the plant” remained consistent, keeping objectives simple and intuitive.

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Result: Players of all ages could understand the transformations quickly and enjoyed discovering creative solutions to puzzles.

Skills Applied

  • System & Puzzle Design: Balanced three distinct player states and designed levels that progressively layered mechanics.

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  • Educational Design: Embedded the science of states of matter (solid/liquid/gas) into mechanics for intuitive learning.

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  • Player Experience: Applied feedback loops (visual/auditory cues, level pacing) to ensure clarity for children and casual players.

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  • Team Collaboration: Coordinated closely under jam constraints, rapidly prototyping mechanics and iterating based on quick playtests.

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  • Narrative Integration: Crafted a simple but thematic story to tie mechanics to ecological awareness.

Outcome

  • Winner of Alberta Propel Game Jam 2023.

 

  • Delivered a complete platformer prototype in under 72 hours.

 

  • Successfully merged educational content with fun, accessible gameplay.

 

  • Positive feedback highlighted both the charm of the character and the clever seasonal mechanics.

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