Synopsis: A short cozy and cute game about helping the girlscout Loep find gnomes with her looking glass in a tiny world.
Combining overworld exploration with “where’s waldo” type gameplay and experimenting with a 2.5d hybrid look.
Made in 4 days for the GMTK24 gamejam. Ranked #671 overal (7576 entries).
Link to the game: kimzalabim.itch.io
Overview:
| Type: | Gamejam |
| Duration: | 4 Days |
| Primary Roles: | Mechanic & puzzle design, programming & implementation |
| Team: | 1 Artist, 1 Designer (myself) |
| Engine: | Unity |
| Other tools: | Sourcecontrol (Git + Fork), Miro |
Process:
1. Concepting:
- Defining the theme & mapping our own interests and themes.
- Collaborative brainstorming in short bursts; associative wordwebbing, sketching.
- Real life inspiration: going outside for a walk, write & sketch down everything we saw.
- Scoping, planning, and defining the concept.
2. Prototyping:
- Gameplay & artstyle inspired by TOEM (2021).
- Quickly prototyping simple version of main gameplay loop.
- Setting up basic systems: movement and “loep” control, switching between the two perspectives, interacting with npcs, and quest progression.
- Testing artstyle implementation.
3. Gameplay / Content
- Coming up with the gameplay content: quests, characters and locations, in collaboration with the artist.
- Sketching out the quests, treating them quests as “little stories“, using narrative tools to help structure them.
- Write out quests in centralized “Quest Document”.
- Create ToDo & Asset list for quests, divide work & Rescoping.
4. Creating a quest:
We needed a new interaction for the Garden Gnome Quest.
- Setting the goal, constraints and heuristics.
- Brainstorm possible solutions, sketching them out.
- Prototyped and implemented them, adjusted to scope.
Gamejam submission!
- Mostly positive responses.
- Ranked relatively high amongst other entries.
- Received neccesary feedback.
- Collected feedback for (future) improvements.




















