Worms Loop is a 2.5D platformer prototype developed during Ludum Dare 47, created in 72 hours by a team of three. The theme of the jam was "Loop", which inspired us to design a gameplay mechanic centered around trial-and-error escape paths. Built with Unity, the game features a mix of 2D character controls within a 3D environment. Players must find the correct exit from each looping level while avoiding false paths that send them back to the start. The challenge lies in recognizing subtle environmental clues and learning from each failure, creating a rhythm of exploration, memory, and timing.




project developed in 2019
Worms Loop is a 2.5D platformer prototype developed during Ludum Dare 47, created in 72 hours by a team of three. Our intention was to design a game that combined platforming and puzzle-solving mechanics, centered around the theme of “loop.” We took inspiration from FEZ for the camera rotation system and from Escher’s impossible architecture to design visually deceptive environments.
In each level, the player must choose between multiple exits — represented by glowing points of light. If they pick the correct one, they advance. If not, they’re returned to their original position, caught again in the loop. This mechanic, tied with spatial ambiguity, forces players to pay attention, experiment, and question their perception of space and progress.
As the Game Designer, I pitched the idea of creating a platformer inspired by FEZ’s camera mechanics and Escher’s staircase illusions. What intrigued me about Escher’s work was the uncertainty of where each staircase leads — a concept that fits naturally into a gameplay loop where every glowing exit could either lead forward or bring the player back. The choice to make the game a platformer (instead of purely narrative or point-and-click) added mechanical challenge and player engagement.
Due to time constraints, I was only able to create a few levels. My goal was to design levels that would challenge the player’s spatial awareness, using the 2.5D format — where the character moves in 2D, but the environment is built in 3D.
This allowed me to design segments where players might dodge hazards or reveal hidden corridors by changing perspectives. The challenge wasn’t just about jumping or timing, but understanding how the level worked across dimensions.