Star Flux is the product of my first game jam and it won second place!
This invitation-only game jam's theme was Quantum Computing.
Fortunately, I had been following quantum physics for several years, so I understand some of the concepts like superposition, quantum entanglement, and wave functions, and the wierdness of the famous Double Slit Experiment.
In this project, I took on the role as the game and narrative designer.
The goal for this game jam was to create a game to help people intuit quantum physics the same way that we can intuit gravity. For example, even without a degree in physics, we can pretty much predict where a ball will land after we throw it. This is because we have lived with gravity our whole lives, and thus have a lifetime of experience with it. Not so much with quantum physics; it's foreign to us because we don't live at the quantum level.
Taking the Quantum Mechanics theme literally, I immediately thought of a future scenario where scientists are experimenting with quantum technology in a space research station, deploying a small research ship to observe the results. An accident occurred causing the region to erupt with black holes and unstable quantum regions, leaving the ship stranded. The ship needs to return to the space station to help stablize the region.
The key concepts that I wanted to explore in this game were a) superposition, b) quantum entanglement, c) phase rotation, and d) collapsing the probability field through observation.
Narratively, I decided to tackle superposition and entanglement on the game board; this was to be the result of the accident.
Phase rotation and observation are part of the science team's research equipment.
The science vessel's research equipment includes Quantum Modules, which for the prototype apply a phase rotation to the probability field, skewing the probablities from 50/50 to another percentage probability.
The ship has two ways of observing quantum space: using a probe from a safe distance, and boldly flying your ship right in.
The game is played on a grid, which later evolved into a hex-grid that allowed for more fluid movement and eliminated the awkward diagonal movements presented on a square grid.
I designed three types of tiles:
For example, at 50% safe, 50% deadly, the tile would appear purple. A 75% safe, 25% deadly space would appear more blue.
Black holes are impassible blockers, which are placed on the map as obstacles, forcing the player to navigate around them.
I wanted the player to feel like they were in the captain's chair, looking at a tactical map, while being, surrounded by their crew.
To achieve this, I created character profiles for a helmsman, an engineer, and a science officer, each of whom would speak when executing their commands or responding to events.
This voiceover audio, in my opinion, really brough the game to life.