Genre:
Top-Down Action RPG / Combat Roguelike
Camera:
Top-Down
Duration:
4 Weeks
Role:
Level Designer
Jelly’s Journey
Game Overview:
Jelly’s Journey is a top-down action RPG where you play as a small jelly creature trying to escape an Alchemist’s lab before being captured.
The main twist is that your body acts as your inventory.
Weapons aren’t just for attacking - they also protect you. Players can carry up to four weapons, throw them to stun enemies, stack them for combos, or travel lighter for faster movement. Since weapons break over time, every fight becomes a balance between risk, defense, and smart resource management.
The game focuses on tight combat rooms, quick decision-making, and short, replayable encounters.
My Role:
I was Level designer and My responsible are:
Designing combat spaces and room layouts
Building blockout levels
Enemy placement and encounter pacing
Cover and obstacle design
Iterating based on playtests and feedback
I worked closely with the combat designer and artist to make sure gameplay, scale, and readability all feel right.
My goal was simple: Every room should teach, test, or challenge the player.
Result:
Jelly’s Journey
The game was awarded 2st place, among all the other Game Project 2 games, by an esteemed jury panel consisting of industry professionals from studios like CD Project RED, Activision and Flying Wild Hog. It was also nominated in the competition ‘Indie Arena’ organized by Austrian Cultural Forum







