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Trailer

BloodMoon

I challenged myself to create a full game from scratch in just 36 hours . BloodMoon is the result: a raw physics mele shooter focused entirely on precision, dismemberment, and explosions.

Make a game in 36 hours
Solo project
Word on the game design - level design - game development
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Break Down

Goal

BloodMoon began as a personal challenge to see what I could achieve as a game designer within a strict 24-hour window.

Adopting a "game jam" workflow, I centered the project on the theme "Enemies as Weapons." I allocated an initial 24 hours for core development, followed by an additional 12 hours for polish and the portfolio breakdown. From the outset, I recognized that my greatest obstacle wouldn't be technical hurdles or ideation, but scope management.

Theme

Since the project demanded rapid iteration, I chose to interpret the theme literally. I designed the core loop so that every enemy is a potential weapon for the player to utilize. This direct approach allowed me to bypass conceptual bloat and focus immediately on feel and mechanical synergy.

Gameplay Loop

BloodMoon is a high-octane Die and Retry experience built on two pillars: Finish fast & Kill everything.. The gameplay forces a cycle of 'Perceive-Plan-Execute.' Players must achieve 100% enemy neutralization while maintaining an optimal pathing speed. Any tactical error results in an immediate level reset, transforming each stage into a high-speed combat puzzle where the player must master the environment to survive.

Micro-Macro loop

To maintain mechanical clarity and ensure the scope remained viable, I employed a Micro/Macro loop workflow. Anything that did not directly contribute to these loops was scrapped or refined to prioritize the core experience. A prime example of this process was the limb-grabbing mechanic.

In the initial concept, players had to manually pick up fallen limbs from the ground. However, I soon realized this disrupted the Micro loop by breaking the game’s flow and pacing. I opted for a more streamlined solution: an automatic pickup system where walking over a limb equips it instantly. By simplifying this interaction, I shifted the player's focus entirely back to movement and combat fluidity, reinforcing the fast-paced nature of the challenge.

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Enemis

In BloodMoon, enemies are not merely combatants; they are interactive wayfinding nodes. Their placement constitutes the "level puzzle logic," strategically positioned to facilitate "combo-chaining." By neutralizing enemies in a specific sequence, the player naturally discovers the Optimal Pathing Line

I employed a "White-on-White" minimalist aesthetic to strip away cognitive noise. This high-clarity environment ensures that the player’s focus is never stolen by decorative detail. Instead, the focus remains entirely on the spatial relationship between the player and the enemy silhouettes. This supports the Die-and-Retry loop: every death provides a "clean slate" for the player to memorize placements and refine their execution without visual distraction.

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Dismemberment

The Dismemberment System is the engine of BloodMoon's economy. By utilizing per-limb hit detection, we turn every enemy into a limb-piñata : kill the enemy drop all of there limbs, that the player can then grab for the next encounter.

This serve as both a mechanic as well as adding a tone of juiciness to the game.

Seamless Onboarding

Onboarding in BloodMoon is a seamless experience that replaces traditional tutorials with a live-fire scenario. Players are immediately dropped into a functional level to internalize the core verbs of movement and lethality through direct play, ensuring mechanical literacy without the friction of static instructions.

Upon completion, a spatial loopback returns the player to the spawn point, revealing the initial area as a central Hub. This reset introduces the "Die and Retry" logic while physicalizing the menu; players navigate into spatial colliders to select levels rather than using 2D interfaces. Returning veterans can bypass the tutorial with a 180-degree turn, creating a frictionless transition that respects player mastery.

Final Words

I had a great time working on this project and learned an incredible amount along the way. It forced me to prioritize a fast, iterative approach rather than an over-thinking one. While I am extremely satisfied with the final result, I feel that the level design and atmosphere took a bit of a backseat—something I look forward to focusing on more in my future projects.

I am most proud of the First Time User Experience. Instead of a static screen or a text-heavy tutorial, I built a fully playable main menu. I'm also quite satisfied by how the theme was interpreted and implemented.

Want to contact me ?

You can do so at :

juliensouquie.contact@gmail.com


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