Torunki Island

Explore an island full of minigames and secrets.

A city with small colorful torunki and the player's mouse pointer over a door that says Bustle Hustle
Roles: Game Director, Game Designer, Programmer
Duration: June – August 2024 (Unreleased)
Team Size: 5 (Remote)
Project Type: Digital Game
Engine: Godot

Torunki Island is a single-player game inspired by mid-2000s educational MMOs, with a darker twist. Players explore a tiny island packed with minigames to play, puzzles to solve, and secrets to uncover.

Summary of Contributions (So Far):

  • Project Management: I managed our team to guide us towards our vision, holding multiple weekly meetings and prioritizing tasks during 10 weeks of summer 2024.
  • Game Design: I designed 5 of 12 minigames on the island and defined (at high and low levels) how the player moves throughout the overworld.
  • Programming: I programmed 2 minigames, player movement, puzzle interaction mechanics, and various UI-based scenes.

Minigame Design Sample: The Flavor Factory:

I originally created a pen-and-paper specification for this minigame.

A sketch of a minigame with clay blocks moving left to right across a conveyor belt, side view. There are three handheld stamps above the conveyor belt, each with a different shape. At the right side of the conveyor belt is a machine press, with a list of shapes on it. There are two X's in the top-left, and a progress bar along the top center. The same sketch, with handwriting surrounding it.

Alongside this sketch, I defined the basic core loop and enumerated the game's variables. Clay blocks move across a conveyor belt, and the player clicks on them with different "flavored" stamps to fill a list of orders. Variables include the number of flavors, the speed of the conveyor belt, and the amount of orders.

Below is a clip from the final minigame:

Designing Player Movement Mechanics:

The goal was to create satisfying point-and-click movement that interacts with the world and provides appropriate feedback with the mouse pointer.

Clicking on doors and various other objects internally redirects the player's target destination, since moving directly toward the mouse click can cause players to walk into a wall or get stuck on an object.

The mouse pointer hovering over a door, with an arrow pointing to the bottom of the door from the place that the mouse clicks.

Several puzzles involve stone buttons which activate when you stop moving, neatly sinking into the floor and glowing.

Project Credits: Team Fripper (Maze Labowitz, Junior Siguencia, Eliah Seignourel, Alex Kaplan, Cristi Gonzalez)