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PROJECT 05 / Playable browser game

Between the Boughs

Change the past. Find a way through the present.

Open interactive demo ↗
Problem
A time-switching puzzle needs clear cause and effect and comfortable touch controls.
My contribution
Directed the game concept, mobile presentation, interactions, and accessibility settings with AI-assisted development.
Working today
A playable browser game with 20 puzzles, progressive hints, chapter replay, local saves, and offline support.
Evidence
Authored solution routes have automated coverage. Try the playable game; physical-phone playtesting is still needed.
01:00 / NARRATED SCREEN WALKTHROUGHCurrent interface · Demo dataRead transcript

A touch-first puzzle adventure where changes in one age reshape the world in another.

PhaserJavaScriptWeb AudioOffline PWA
01

Challenge & context

Make cause and effect something the player can feel.

The central idea is simple: change something in the Past, then use its consequence in the Present. The design challenge is to make that relationship readable, satisfying, and comfortable on a phone.

  • Teach the time-switching mechanic through the environment.
  • Support touch movement and interactions without crowding the scene.
  • Let players recover from mistakes and ask for progressive hints.
Between the Boughs — Challenge & context
Between the Boughs · Challenge & context · Demonstration interface
02

My role & approach

Use the world itself to explain the puzzle.

I directed the game concept, mobile presentation, and experience through AI-assisted development. The setting draws on Japanese mountain temples and gardens, with environmental changes that show the passage of time.

  • Connect rooms through persistent objects, water, growth, light, and machinery.
  • Refine the desktop preview into a landscape phone presentation.
  • Keep the mobile game full-screen with saved progress and adjustable accessibility settings.
Between the Boughs — My role & approach
Between the Boughs · My role & approach · Demonstration interface
03

Solution & key workflows

Two ages. One connected world.

Players move, jump, interact, and switch ages to solve 20 authored puzzles. A moved stone, a planted tree, or a redirected river can create the route forward. Optional memories and progressive hints support different ways to explore.

  • Past and Present share coordinates; unsafe switches into solid geometry are refused.
  • Physics and persistent state connect object interactions across ages.
  • Offline caching and browser saves support returning to the journey.
Between the Boughs — Solution & key workflows
Between the Boughs · Solution & key workflows · Demonstration interface
04

Outcome & next steps

A playable adventure with room to grow.

The current game includes 20 puzzles, 20 optional memories, chapter replay, local saves, and an installable offline experience. Authored solution routes have automated coverage; browser testing does not replace physical-phone testing.

  • Current state: a playable, touch-first browser game with no in-game accounts or purchases.
  • Demonstrated outcome: time-switching, progression, hints, and saves work together in one experience.
  • Next: physical-device playtests, difficulty balancing, and further refinement based on player feedback.
Between the Boughs — Outcome & next steps
Between the Boughs · Outcome & next steps · Demonstration interface