Bluebird Dream

2D Top-down Puzzle · Timed Loop / Playable Godot prototype · Windows

Bluebird Dream

BLUEBIRD DREAM

Switch between Liz and the bluebird to explore a castle. Liz spends time on movement and interactions; the bird scouts and draws guards away without using the time budget.

ELEVATOR PITCH

Make time a limited action budget, and turn each failed attempt into knowledge for the next.

Switch between Liz and the bluebird to explore a castle. Liz spends time on movement and interactions; the bird scouts and draws guards away without using the time budget.

Responsibilities

Game Design / Puzzle Rules / Prototype

Project period

First prototype completed in 2024

Team

Not specified in project materials

Contribution

Gameplay and rules documented in the design brief

CORE GAMEPLAY

What does the player do?

Bluebird Dream is a fairy-tale pixel-art, top-down puzzle prototype. Liz and the bluebird must escape a castle by switching roles, avoiding guards, opening routes and solving mechanisms.

Liz spends time moving between tiles and interacting with objects. The bluebird moves without time cost, letting the player inspect routes and distract guards before committing to a timed run.

The design brief proposes attempts of about five minutes and an approximately twenty-minute loop experience. The archived Windows build is made with Godot.

01

Scout

Inspect rooms and guards as the bluebird

02

Gather

Find dialogue, keys and mechanism clues

03

Plan

Choose shortcuts and budget actions

04

Execute

Guide Liz through the timed route

05

Repeat

Use what was learned in the next loop

DESIGN HIGHLIGHTS

What should be remembered quickly.

01

Time as an action budget

Movement and interactions consume time, so every attempt needs a planned route.

02

Asymmetric roles

Liz handles dialogue and mechanisms; the bluebird scouts and distracts guards without spending time.

03

Failure carries information forward

Room clues, shortcuts and some items help the player improve the next attempt.

Genre

Top-down puzzle / information gathering

Platform

PC / Windows

Engine

Godot

Scope

Castle rooms and a final room

Time structure

About 5 minutes per attempt / 20-minute loop

Core elements

Guards, keys, clocks, shortcuts and retained items

DESIGN BREAKDOWN

01

Design question

How can restarting a short timed puzzle still feel like progress?

02

Time rules

Tile movement and interactions spend time, making route planning essential.

03

Character roles

The bluebird scouts and distracts; Liz speaks, opens and operates.

04

Loop progression

Shortcuts and some items carry value into later attempts.

05

Guards and clues

Guard vision and human-only dialogue make switching roles part of information gathering.

06

Prototype

The archived Windows build implements the room-based castle prototype.

MY CONTRIBUTION

Game Design / Puzzle Rules / Prototype

Contribution: Gameplay and rules documented in the design brief. This portfolio presents an edited project summary; source files are not public.

SCREENSHOTS

Playable results and key scenes.

GIF / MOTION

Motion material to be added.

The first three images show the Windows prototype; the final image comes from the concept film.

LINKS

Project materials and playable builds.

After opening a cloud drive link, check the filename and access code shown above.