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Feathers & Forests

Unity | C# | 8 weeks | Solo Developer

Overview

Feathers & Forests is a 2D Platformer focused on puzzle-based gameplay and player interaction. The goal is to navigate through levels by combining movement, environmental mechanics and simple enemy interactions to reach the end of each stage.

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Core Gameplay Systems

* Player movement (jumping and directional control)

* Enemy interactions (jumping on enemies to defeat them)

* Pushable objects used for puzzle-solving.

* Health system with pickups

* Checkpoint system for respawning

* Moving platforms

* Key and door system to complete levels

* Dash mechanic introduced in later levels

Design Decisions & Challanges

One of the main challenges was designing mechanics that could be combined to create simple puzzles. For example, pushable objects were used together with platforming to allow players to reach new areas.

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Another important design decision was introducing new mechanics gradually. The dash ability was added in a later level to expand the gameplay without overwhelming the player early on.

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Balancing movement and level design was also important, ensuring that jumps, platforms and hazards like spikes felt fair and consistent.

Dash mechanic

In order to keep the gameplay engaging, a new mechanic is introduced in level 2. The player unlocks a dash ability by collection a dash orb at the start of the level. This mechanic then becomes essential for progressing through the level.

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One of the main challenges was balancing the mechanic so it felt useful without being overpowered. It was also important to make the dash feel responsive and satisfying to use.

A boolean is used to track whether the player has unlocked the dash ability.

The mechanic itself then checks if the player is able to use the dash, then temporarily overrides gravity and applies a horizontal velocity to the player.

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After a short duration, the dash ends and the player must wait before using it again, preventing the ability from being spammed.

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View on GitHub!

What I learned & What I would improve

Through this project, I learned how different gameplay systems interact to create a cohesive player experience. I also gained experience designing mechanics that support level-based progression.

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If I were to continue this project I would:

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* Improve level design to create more varied and challenging puzzles

* Expand the mechanics with more interactions between objects and enemies

* Refine player movement to make controls feel even more responsive.

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