Man's Last Duty
Man's Last Duty is a first-person puzzle game developed during the eighth edition of the CITM Game Jam. Set aboard a spaceship moments before its self-destruction, the game challenges players to solve interconnected puzzles within a one-minute time loop, using knowledge gained from previous attempts to progress further with each run.

My Role
As Main Game Designer, I created the original game concept, designed the spaceship layout, developed most of the puzzle mechanics, and defined the narrative structure. I also contributed to the game's UI design, ensuring that visual feedback supported player orientation and puzzle-solving throughout the experience.
Puzzle Design
The game was built around the theme of trial and error, encouraging players to learn through experimentation rather than explicit instruction. I designed approximately 70% of the puzzles, focusing on mechanics that rewarded observation, deduction, and repeated attempts while providing subtle feedback to maintain player progression without removing the challenge.
Level Design & Player Flow
The spaceship was carefully structured to support the one-minute gameplay loop, minimizing unnecessary traversal while encouraging players to optimize their route with every attempt. Puzzle placement, room connectivity, and visual landmarks were designed to reinforce memory, efficiency, and decision-making under time pressure.
Iteration & Production
Developed during a game jam, the project required rapid prototyping and continuous iteration. Despite production challenges and limited development time, we prioritized refining the core gameplay loop, resulting in a cohesive experience centered on experimentation and player discovery.
Outcome
The project resulted in a fully playable prototype that successfully translated the game jam theme into a compelling gameplay experience. It reinforced the importance of pacing, information design, and environmental layout when building games based on repetition and player learning.
Level design in time-constrained loops
Puzzle design through progressive feedback
UI/UX for high-pressure gameplay
Narrative design under strict time limits
Team coordination in uneven work environments




