My Snowy Friend is a cozy puzzle-adventure game built in Unity, where players guide a snowman and a rescued kitten through a series of environmental challenges.
The game combines physics-based interactions, state-driven mechanics, and structured level design to create a cohesive gameplay and narrative experience.
I developed the entire project solo, handling everything from core gameplay systems to level design and art creation.
My Snowy Friend is a cozy puzzle-adventure focused on guiding a snowman and a kitten through a series of environmental challenges using logic, movement, and physics-based interactions.
🧩 Environmental puzzles built around movement and positioning.
🛷 Dual-entity gameplay with player and sled interactions.
🎬 Narrative progression through cinematics.
❄️ Dynamic mechanics tied to the melting system.
Designing puzzle games requires balancing challenge, clarity, and progression. This project approaches it through structured levels, controlled mechanics, and gradual complexity, ensuring players learn systems without confusion.
Clear learning curve through section-based level design.
Consistent rules across all interactive systems.
Balanced difficulty without softlocks.
The game is built around a modular entity system, allowing shared behavior across multiple gameplay elements while keeping logic scalable and maintainable.
Base MotionEntity system extended into player and interactive objects.
Separation between movement logic and interaction rules.
Reusable systems for activators, mechanisms, and physics interactions.
Consistent rules applied across all entities and level elements.
Gameplay is driven by state-based interactions, where entities, mechanisms, and environment elements respond dynamically to player actions.
Pressure plates and activators controlling level state.
Directional systems affecting movement and puzzle outcomes.
Sliding mechanics tied to specific entity types.
Hazard systems with cooldown and state conditions.
Levels are structured to teach, challenge, and reinforce mechanics through a controlled progression system.
Levels divided into teaching, challenge, and variation sections.
Grid-based layouts ensuring predictable interactions.
Progression designed to avoid softlocks.
Cinematics used to pace gameplay and narrative.
Developed in Unity with a focus on state management, system design, and scalable architecture.
Custom entity architecture for reusable gameplay systems.
State-driven logic for interactions and mechanics.
Separation of concerns across gameplay components.
Structured level flow and progression systems.
This project strengthened my ability to design and manage complex systems, structure large-scale projects, and maintain consistency across interconnected mechanics.
Improved project planning and system organization.
Experience managing multiple interacting systems.
Stronger understanding of state-driven architecture.
Enhanced problem-solving in complex scenarios.