Season Changer

Embark on an epic journey through ancient Crete, where history and Greek mythology come to life. Solve clever puzzles, explore enchanting landscapes, and uncover an exciting story. Join Acacio and discover the magic of the seasons today!

Role

Gameplay programmer

ENGINE

Unity

Year

2024

STATUS

Private demo

Platform

PC (WINDOWS)

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overview

overview

A puzzle based game where players progress through levels by changing the seasons to overcome obstacles and interact with the environment.

core gameplay

core gameplay

Each season affects the world differently, requiring players to observe, plan and adapt their approach. For example, in winter water freezes, allowing players to walk over it, while in summer water dries up, opening new paths.
Progression is based on understanding how seasonal changes impact obstacles, paths and interactive elements.

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SYSTEMS and MECHANICS

SYSTEMS and MECHANICS

Season System
Each season changes the state of the environment (e.g. water, vegetation, obstacles)

  • Environmental State System
    Objects react differently depending on the active season

  • Puzzle Logic System
    Levels are designed around cause-effect relationships between seasons and the environment

  • Progression System
    Puzzles increase in complexity, requiring more planning and combination of seasons

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CHALLENGES

CHALLENGES

A key challenge during development was maintaining good performance while the environment changes dynamically across multiple seasonal states. This required careful optimization and a clean approach to content management in Unity.

  • Runtime performance during season switching
    Frequent state changes affected multiple objects at once, which could cause spikes if too many components updated simultaneously.

  • Prefab scalability and maintainability
    Managing many interactive elements across levels increased the risk of duplicated logic and inconsistent prefab setups.

  • Scene organization and iteration speed
    As more levels and puzzle elements were added, keeping scenes clean and making changes quickly became harder without strong conventions.

  • Asset and memory management
    Repeated or heavy assets (VFX, materials, textures) could increase build size and memory usage if not handled carefully.

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