01
Player controller
Precise, responsive movement is the backbone of the game, so the contradiction with the sleep mechanic hits just right. I put a lot of effort into perfecting the 'feel' of the character's controls.
02
Sleep mechanic
To make the most of the game's main gimmick, I designed a solid progression. Early on, falling asleep is a minor inconvenience; later it becomes a mechanic you must actively manage to advance.
03
Level design
To make the game speedrun-friendly and fully leverage the sleep mechanic, I designed levels that can be approached in multiple ways depending on the 'sleep cycle' you enter them with.
04
Aesthetics
We found a theme and setting that naturally supported the main mechanic, with an art style and sound design aligned with the concept.