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Stefan Dolidis
  • About
  • Games
  • Asset Packs
  • 3D Art
  • Environments
  • Game Studies
  • Blog
Stefan Dolidis

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More Minutes


Platform
​PC, Mac OS X, Linux (64), WebGL, Android

Tools Used
Unity, Visual Studio, c#, Github Desktop, Illustrator, Photoshop

Download/Play on itch.io
Download/Play on Game Jolt
Download on Google Play
You are at the Mojave Phone Booth; A payphone that once stood in the middle of the Mojave Desert in California, miles away from any paved roads or buildings. Take coins from the men that are in line when they're facing away from you and stay on the payphone for as long as you can.

First time using Unity's Universal Render Pipeline, which helps with the use of a color changing 2D global light (Which acts as the main light source in the game). Ping pongs between orange and blue.

The game seamlessly goes into gameplay. Everything in game is done in one game scene and reloads itself when retrying another game.​

​The three men lined up act as a life/health system. When they catch you twice stealing from their pocket, they will walk away. When theres no one on the field your final score will be determined from the coins and time you have left.
Project Goals:
  • PC, Mac, Linux, WebGL, and Android builds
  • Build size less than 100mb
  • Smooth user experience (gameplay, menus, no game breaking bugs)
  • 10+ downloads/browser plays
Role/s
Creator/Designer (Solo Project)
Created everything except the Music and SFX

Even More Info

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Simple unlocking system. Player needs to get a higher score than it takes to unlock a specific 'fact'. 

When unlocked, info about the Mojave Phone Booth reveals itself.
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even, Even More Info!

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Created all the sprites in Adobe Illustrator, as well as some touch ups in Photoshop. All the in-game sprites were all shades from white to black except for UI elements.

​All the color in the game scene is generated by one real time light source that is 'ping ponging' from the color orange to the color blue.
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Gameplay

Playtests

An example of how I tested the game with others. I would get the person to play the game without telling them what the game was and hear their thoughts as they play, as well as ask questions like "is the goal of the game clear?" or even generic questions like "are you confused by anything?". I would be writing the feedback down in real time. Usually into three categories; positive, negative, and other.

After the playtest I would go back on my own and write down anything that needed fixing, adding or removing, and categorizing all with either an 'Important' flag, which were high priority, or a 'maybe', which for me not being sure at the moment about that certain idea/dot point.

I would go through the ideas and fixes in Unity and after completing what I thought was satisfactory, I would then get another person, as well as the previous playtester to test the game.

Global Light Changing Script

Uses Unity's 2D Universal Render Pipeline and it's 2D global light.

    
© ​Stefan Dolidis