
Game Summary
Dig A Mole is a fast-paced 2D arcade microgame designed for up to 2 players. Players take on the role of a tiny mole, racing to dig as deep as possible within 30 seconds. The game was built to run on an arcade cabinet, adhering to the joystick-only control constraint set by the jam.
Design Constraints
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The assignment required us to design a modular, thematic card game that fosters emergent gameplay and can be completed by new players in ~30 minutes.
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Modularity: Each card contributes to gameplay individually, allowing for easy expansions or modifications.
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Player Interaction: Actions like flipping, swapping, and rotating cards create dynamic decision-making.
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Minimal Complexity: The game needed to be strategic but easy to learn, balancing depth with accessibility.
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Thematic Ties: Players act as engineers performing high-stakes “power surgery” to disable rogue robots, reinforcing mechanics through narrative.
This project showcases my ability to:
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Design within strict constraints – Created a microgame with a 30-second playtime, ensuring clarity, replayability, and challenge with intuitive joystick-based controls.
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Develop 2D art assets – Designed sprites and tilemaps to align with the game themes of a little mole digging
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Set up a Google Drive for file tracking and organization.
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Ensured day-to-day deliverables were completed on time.
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Balance competition and accessibility – Designed mechanics that feel competitive yet intuitive, allowing both casual and skilled players to enjoy the game.









