It all started with a protoype


This project started during a school workshop focused on rapid prototyping.

The goal was to design and build a playable game within 5 days.




Our idea centered around chaotic, fast-paced gameplay

with the jam's theme of “construction.”

After one day of brainstorming and prototyping,

we playtested with friends and validated our core mechanic.


Game Design Intentions

  • Chaotic Action: Blocks flying everywhere,

    creating unpredictable and fun moments.


  • Fast-Paced Matches: Short rounds so eliminated

    players could quickly rejoin the fun.


We were glad to have a working prototype after the first day, so here came

the fun part: MORE BLOCKS!


After adding a few special blocks, some vfx and sfx, a main menu

and some polish, we were proud to present our game, Witchcraft Blockout!


Our work paid off, as we won the mini school jam but most importantly,

we saw many people have fun on OUR game!


More on what I did


During this jam I had a few roles :


  • Designing the game's main toy mechanic

  • Implementing new block types

  • Programming the core gameplay system

  • Designing and implementing the UI

  • Planning and setting the workflow


During this jam I learned that rapid playtesting was critical,

and how early feedback can dramatically improve gameplay.


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