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Game Design · Programming · Level Design

ELEMENT
PUZZLE BOX

A 2D puzzle game built around elemental transformation and environmental interaction.

Element Puzzle Box game title artwork
Role
Game Designer · Developer · Visual Designer
Tools
Unity
Project Type
Solo Project
Focus
System Design · Level Design · Gameplay Programming

Element Puzzle Box explores how a small set of elemental rules can create complex puzzle interactions. Players absorb, transform, and combine elements such as fire, water, ice, gold, and wind to reshape the environment and reach each level’s goal.

How can players learn a complex elemental system without written tutorials?

I explored how visual cues, level progression, and environmental feedback could teach players through interaction rather than text.

Dual-slot transformation

The player can store up to two elements and temporarily transform into different elemental states. Each transformation changes how the player interacts with objects and environmental hazards.

Elemental boxes, floor tiles, player transformations and the two element slots
Dual-slot transformation

Water / Wind / Ice / Collision

Water Flow

Water flow · 01
Water flow · 02

Wind Fan

Wind fan · 01
Wind fan · 02

Adjacency & Collision

Adjacency
Water collision · 01
Water collision · 02
Fire collision · 01
Fire collision · 02

Absorption & Transformation

Absorption · 01
Absorption · 02
Transformation
Element output

Six levels gradually introduce the system—from basic movement and elemental reactions to multi-step puzzles combining water flow, ice, wind, and multiple elements.

  1. Stage 1
  2. Stage 2
  3. Stage 3
  4. Stage 4
  5. Stage 5
  6. Stage 6
Stage 1, 2 and 3 design sketches alongside playable level layouts
Stage 1 → Stage 2 → Stage 3
Stage 4, 5 and 6 combine water flow, ice, wind and elemental reactions
Stage 4 → Stage 5 → Stage 6

I implemented reusable logic for elemental reactions, collision detection, and continuous movement instead of scripting each puzzle separately.

Source code examples for chain pushes, elemental reactions and coroutine-driven sliding
Elemental reactions · Collision detection · Continuous movement

Playtesting showed that players understood the core mechanics, but some adjacency and collision reactions were unclear. I refined visual feedback and redesigned the early levels to improve onboarding.

Problem

Unclear reaction feedback

Iteration

Clearer visual cues + redesigned early levels

This project taught me that strong puzzle design is not only about complexity, but about helping players discover the rules through interaction.
View Full Project Deck (PDF)
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