JAMS
GAME

Ilya Firsov – Game Designer Game Jams Portfolio

Desert Defense
We created Desert Defense during Ludum Dare 50, with the theme “Delay the Inevitable”

Studio: 23:23 Team
Team: 4
Development time: 3 days
Platform: Windows (itch.io)
Engine: Unity
The game's goal is to survive as long as possible by strategically setting up defenses. The number of defensive buildings and passive upgrades is limited. Players are encouraged to experiment with different combinations and placements for optimal results.
Design Goals
My objective was to create a rollercoaster of emotions where players oscillate between high and low moments. This approach helps establish a balanced game flow where players don’t feel bored or overwhelmed

A. Tense moments when a player is on the brink of losing
B. Moments when a player feels powerful
To create the "B" scenarios, I designed super-upgrades that significantly boost a player’s power, attainable through specific upgrade combinations
The fence super-upgrade increases the number of fences approximately 3 times
Situation "A" is achieved by designing complex enemy waves and slowing down the enemies. This creates scenarios where the player is encircled by enemies but still has time to obtain a super-upgrade and turn the tide
In gameplay footage, you can see a challenging wave with many skeletons. The cannon super-upgrade at 0:52 saves player from a hard wave and delays the inevitable
It was crucial to monitor when the player encounters extremely difficult waves and the timing of super-upgrades to maintain the right pace. I dedicated half of the jam to playtesting and balancing the game to achieve this
Results
We secured 93rd place in the "Fun" category, a remarkable achievement considering the jam featured 2902 games from 8494 unique authors!
Read more reviews here
Happy Submarine
Happy Submarine was developed for Ludum Dare 48, with the theme “Deeper and Deeper.”

Studio: 23:23 Team
Team: 4
Development time: 3 days
Platform: Windows (itch.io)
Engine: Unity
The player's objective is to reach the bottom of the ocean to retrieve treasure. To descend, players must collect crystals and upgrade their submarine
Design Goals
In this section, I want to highlight how I created tension in the game through a synergy of crystal mining and darkness mechanics.

As players engage in crystal mining, their ability to survey the surroundings is restricted. Each passing second during mining escalates the suspense as the likelihood of a monster attack grows. This results in a heightened sense of tension, culminating in either the successful acquisition of the crystal, bringing relief, or the need to stop mining and start the process again
The combination of these mechanics creates tense moments like this:
Results
We achieved 297th place in "Mood" and 357th in "Theme" categories out of 3866 games created by 10834 unique authors – quite an accomplishment!
Read more reviews here
The Fall of Freedom
With a frictional-style 2D horror game, we won the games category in the Frictional Fan Jam 2019 and received cool posters with autographs straight from Sweden! Here are the posters, a review, and a part of Frictional's stream featuring a playthrough
The Fall of Freedom takes us on one Pathos-II employee’s journey through the now-infested station. Unlike the mods, this game is made in Unity and uses a minimalist yet efficient pixel style. It’s short and (bitter)sweet, with Frictional-type puzzles translated into a 2D environment, and great sound design.
Frictional Games - Winner Showcase