Kill the Makers project cover
04 / Unity

Kill the Makers

A 2D puzzle-platformer about movement, combat, resource management, and mastering environmental interactions.

POSITIONS
Level Designer
Game Designer
Audio Designer
ENGINE
Unity
PLATFORM
PC
DEVELOPMENT
4 developers
3 months
Finished December 2025
DESCRIPTION

Play as Skidmark the robot and escape from the evil lab.

As you proceed through the levels, you need to kill the scientists and guards to regain your energy lost over time. With a precise hit of a switch, you decide whether a laser gate is an impassable barrier or your next steppingstone.

DESIGN GOALS
01

Progressive Tutorialization

Gradually introduce jumping, double jumping, dashing, and combat so players can learn each mechanic clearly before using them together in more challenging situations.

02

Combat & Resource Management

Teach players that combat is connected to survival by introducing enemies with different levels of aggression and showing that defeating enemies allows players to recover lost energy.

03

Environmental Interaction & Mastery

Introduce switches, laser gates, and environmental hazards through clear visual communication, then progressively combine these elements to build a sense of mastery.

DESIGN DETAILS

Level 1

In the first level of the game, I follow Nintendo’s 4-step level design philosophy: Introduction, Development, Twist, and Conclusion.

Kill the Makers Level 1 introduction

First, I placed the camera center-left of the main character to lead the player’s movement. I also designed a small stair to encourage the player to press A and jump onto it.

Kill the Makers Level 1 movement tutorial

The first enemy is the Scientist. Scientists run away when the player approaches, but they cannot harm the player. This creates a safe target for teaching how to defeat enemies and recharge the battery. I used a wall to stop the enemy from running away and make it easier for the player to kill it.

Kill the Makers Scientist encounter

After players become familiar with the normal jump, I introduce the double jump to make learning feel more rewarding and give them a sense of progress.

Kill the Makers double jump tutorial

This is the first time acid is introduced. It is relatively safe because the gap only requires one jump to cross, while the double jump gives players enough distance to recover if needed.

Kill the Makers acid hazard

At the end of the level, I teach the dash. The final gap combines basic movement, double jump, and dash as a test of the player’s skills.

Level 2

In the second level, I introduce a new interaction and a new enemy.

Kill the Makers Level 2 introduction

At the beginning of the level, I teach players how to interact with switches. To communicate the goal, I place a sign on the wall and position the switch directly in front of the gate. In the following section, players gradually master how to use switches.

Kill the Makers switch and laser gate

This level also introduces a more aggressive enemy. The Guard chases and attacks the player, causing them to lose energy. This reinforces the skill of defeating enemies while adding pressure to the resource-management loop.

POSTMORTEM

What Went Well

  • Teamwork was strong. After brief conversations, everyone understood what they needed to do next.
  • The outcome was successful from both gameplay and art perspectives, and players enjoyed the game.
  • Playtesting after every sprint helped the team identify what to change and how to improve.

What Went Wrong

  • File management became disorganized during the later stages of development because of time pressure.
  • Time management was inconsistent: some tasks were underestimated while others were overestimated.
  • The Scrum board did not always include every necessary task, which caused critical work to be missed.

What I Learned

  • How to communicate effectively with artists, programmers, and other level designers on a small team.
  • How to turn level-design knowledge into playable spaces through practice and iteration.
  • How to evaluate tester feedback by understanding the reason behind advice before applying it.