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Dig a Mole

Role: Game Designer, Artist
1 Weeks
Team of 5

By working on Dig A Mole, I honed my rapid prototyping, game design, and asset creation skills while contributing to team organization and project management under a tight deadline.

 

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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

  • 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.

  • Modularity: Each card contributes to gameplay individually, allowing for easy expansions or modifications.

  • Player Interaction: Actions like flipping, swapping, and rotating cards create dynamic decision-making.

  • Minimal Complexity: The game needed to be strategic but easy to learn, balancing depth with accessibility.

  • 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:​

  •   Design within strict constraints – Created a microgame with a 30-second playtime, ensuring clarity, replayability, and challenge with  intuitive joystick-based controls.

  •  Develop 2D art assets – Designed sprites and tilemaps to align with the game themes of a little mole digging

  • Set up a Google Drive for file tracking and organization.

  • Ensured day-to-day deliverables were completed on time.

  •  Balance competition and accessibility – Designed mechanics that feel competitive yet intuitive, allowing both casual and skilled players to enjoy the game.

Joystick.png
Stone breaks.png
REDBOMB.png
BLUEBOMB.png
GREENBOMB.png
STONE1.png
DIRT2.png
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SADMOLE.png
HAPPYMOLE.png
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