
Butterfly Effect
Butterfly Effect is a 2D platformer based on the main mechanic premise of time travel.
Foreword
This game was created as a FMP for Wakefield college 2026, There are bound to be bugs, many soft locks and bugs, please proceed with caution.

Description
You are a Monster.
You find yourself stuck in a basement in an old, overgrown building of an long abandoned and forgotten city.
With no exit in sight you decide to travel to the very top of the building to escape but realise you cant get past all the ruins and plants, you find a Amulet that sets you back in time to when the city was a overpopulated cyber-tech empire, and you are now a Robot yourself. Solve time puzzles, complete platforms and overcome challenges, and escape your containment one way or another.

| MECHANICS | INTERACTION SYSTEM | |
| Movement | WASD | |
| Jump | SPACE | |
| Climbing | W (up) S (down) AD (side to side) Space (jump off) | |
| Picking up anything | Walking into it | |
| Interacting with Amulet | G | |
| Pushing Box | Walk into it |
Interesting Fact:
The movement controller used for this game is the controller made by TaroDev on youtube [Tarodev - YouTube]
Kudos to him.

Afterword - TLDR
The Ideation of this game:
Butterfly effect is a game based on my very first game project back in the first year of college. With the idea of Robots VS Monsters, I came up with a integrated world build setting where the player is a monster, with the ability to go back in time and inhabit the body of a robot from many many years prior using an amulet, and now trapped in the basement of an abandoned building needs to use this ability to escape.

The image above is the very first plan I had for this game , as you can see it was much more busy, overscored , and thought through with the focus on world building, narrative and lore. Now however, I wanted to rework that previous idea into what I can with my own capabilities rather than just what I wanted. Due to that , this game is the most rough version of a wireframe it can be, with just the basic mechanics and level prototypes. This however also means that in the future once I fleshed out my skills more I can make another revamp. them much better, more structured and with better functionality.
The Research:
As I had research for this project prior using the old Figma, I had a place to push off of , and use inspiration from. Most of the games that I researched for this project came from the other one, however now rephrased, and re-read. For this project, the topics I covered are Media, Mechanics, Level / Environment , UI/UX and Other useful tutorials. All of these where important to help shape my ideation and creation of the game. I feel like if I would redo the project I would definitely try to heavily underscore the amount of research I need to do, as I had wasted a good few first weeks on unnecessary analysis that wasn't in any way useful to my game or its development. But other than that it went pretty smoothly, covering what the game is , how it relates to the category that I am research and how is it useful and will be used within my game. In the end, the research gave me inspiration for the level / environment, being an overgrown shattered and falling apart building on one end, and a high tech, sci-fi empire on the other. The environment filled with support beams, warning signs and plants. Additionally It helped me structure and build my mechanics, helping me find all the useful tutorials for the Ladder mechanics , the box mechanics, and the time traveling mechanic with all the obstacles and puzzles that follow it.
Development:
I started developing the game since the very beginning of the project, and feel it has gone a long way since then, full Dev Diary on my Figma.
[ BEGINING OF DEVELOPMENT LEVEL 1 ]

[ END OF DEVELOPMENT LEVEL 1 ]

[ BEGINING OF DEVELOPMENT LEVEL 2 ]

[ END OF DEVELOPMENT LEVEL 2 ]
IF I HAD MORE TIME ON THIS PROJECT:
If This project lasted more than it did, I would definitely put a large amount of effort into its appearance. As someone who had a vision for it since last year its difficult to see it to plain , like a bare wireframe, so if I ever continue working on it I definitely want to add more art to it , create assets , draw sprite sheets and flesh out the environment into something more worthy. Additionally if I had more time, I would definitely invest into making the gameplay itself more interesting and entertaining.
[ Asset example Year 1 ]

[ Player moodboard year 1 ]

[ Environment moodboard year 1 ]

[ Enemy moodboard year 1 ]

[ current moodboard year 2 ]

| Published | 19 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | 🐿️ Squirrel Studios 🌰 |
| Genre | Platformer |
| Made with | Unity |
| Tags | 2D, Monsters, Robots, Time Travel, Vector |
| Content | No generative AI was used |





Comments
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Amazing concept and overall execution! You've really improved over the course; this is absolutely remarkable. You should be proud. Nicely done!
THANK YOU <3