Starborne
Starborne is a multidirectional bullet hell inspired, created for GBJam 11 - a 10-day game jam celebrating the constraints of the original Game Boy. Developed by a small team, the game features a space-themed setting, a limited 4-colour palette and 160x144 resolution to stay true to the jam’s rules.
As Lead Game Designer, I helped shape the core gameplay loop, enemy patterns and level pacing, while working closely with the team to implement mechanics and refine the player experience within the jam’s tight deadline
Game Vision & Design Direction
Summary
Starborne is a space-themed multidirectional bullet hell created in the visual and mechanical spirit of the original Game Boy. Inspired by classics like Asteroids and Space Duel, the game was developed during a GBJam 11 over 10 days.
As Lead Game Designer, I was responsible for guiding the overall game vision, mechanics and level design, ensuring the project remained cohesive and fun within the jam’s strict constraints. I collaborated with the programmer who assisted with the design to implement necessary features.
Defined the core gameplay pillars, mechanics and player experience goals.
Established the constant design language and gameplay tone.
Level Design
Defined the core gameplay pillars, mechanics and player experience goals.
Established the constant design language and gameplay tone.
System & Mechanics Design
Designed and balanced core systems such as player movement, combat, enemy behaviours and boss mechanics.
Created risk/reward loops, player feedback systems and challenge scaling.