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.

Year

2024

Category

Game Jams

Game Jams

Live Project

Live Project

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Project Breakdown

Project Breakdown

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.

Learned Skills

Learned
Skills

  • 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

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