Anthill - Game Jam Project

Anthill - Game Jam Project

A single-player puzzle game designed around offline multiplayer. Each player controls their own character in their copy of the game, but must collaborate by sharing information and solving puzzles together to progress (It can´t be solved by only one player). I designed the core concept and programmed the core puzzle mechanics, player interaction systems, and UI in Unity.

A single-player puzzle game designed around offline multiplayer. Each player controls their own character in their copy of the game, but must collaborate by sharing information and solving puzzles together to progress (It can´t be solved by only one player). I designed the core concept and programmed the core puzzle mechanics, player interaction systems, and UI in Unity.

Category

Category

Unity · C# · Game Design

Unity · C# · Game Design

Role

Role

Game Developer

Game Developer

Studio

Studio

4 Person Team

4 Person Team

Duration

Duration

2 Days

2 Days

The Challenge

Create a game based on the theme “Joined Together,” within a 48-hour jam. The game needed to express connection or cooperation under tight scope and time limits.

What I Built

I interpreted the theme as a cooperative puzzle concept where players are metaphorically joined together through dependency. Each player plays their own copy of the game but can only progress by sharing information the other cannot see. I designed this core idea and programmed: smooth first-person movement, 3D interaction for buttons and input fields, asynchronous puzzle logic requiring cross-player communication, and a minimalist UI that supports clarity inside the 3D environment.

Results & Impact

  • Reached 800+ page views and 100+ downloads during and after the jam

  • Players successfully solved puzzles by sharing information across separate playthroughs

  • Received positive feedback highlighting the concept as a clever interpretation of the “Joined Together” theme

  • Delivered a polished, fully playable prototype built in only 48 hours

  • Movement, interaction, and puzzle systems ran without major bugs in all tested builds

  • Demonstrated the viability of an offline-cooperative puzzle structure for future expansion

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