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CHROMATICA

Overview

CHROMATICA is a first-person puzzle game where the player must complete different chambers using colors. By learning the properties of each color, the player must make its way through the different rooms by collecting colors and painting elements until managing to escape this world.

I solely developed the project in Unity, handling the complete design and implementation of core mechanics, systems, and levels.

This project was part of my Bachelor's final project, where I explored methods for implicit tutorization of game elements and addressed common colorblindness types in video games.

Itch.io pageThesis Doc (Spanish)

Project details

My Contributions

Design Challenges

The challenge

CHROMATICA is a first-person puzzle game inspired by Portal and The Witness. The goal was to create a game that explains itself. No text prompts, no explicit instructions. The only information the player receives is the input for the main mechanic. Everything else must be discovered through interaction.

The challenge was guiding the player invisibly: teaching the rules of the game without anyone stating them, and ensuring the player never felt lost or uninformed.


Our approach

I based the tutorization design on exhaustive research carried out for my Bachelor's thesis, including a Portal scientific paper that analyzes how players learn mechanics without explicit instructions.

This translated into four principles applied across every chamber:

  • Consistent visual language so the player can always identify the function of any interactable object. In this case I used color and shape to create a consistent visual language that players could learn and rely on.
  • Progressive introduction of mechanics without text or interruptions, letting the player discover the rules through play.
  • Feedback systems that reinforce learning through interaction, not explanation. For example, positive audio cues when a player successfully completes a puzzle, or smaller animations with negative audio cues when the player tries to use a mechanic incorrectly.

Result

Players completed chambers without explicit instructions, validating the implicit tutorization system. This data was collected through playtesting sessions and a small survey they filled after each session.

The visual language created consistency across all chambers, reducing confusion when new elements were introduced.

The thesis research provided a solid methodological foundation, giving the design process academic rigor.

The challenge

Designing 12 puzzle chambers with a coherent and balanced difficulty progression is nearly impossible without an objective unit of measurement. Perceived difficulty is subjective, so I found out that I needed a way to quantify it.


Our approach

Drawing from the same Portal scientific paper, I took the minimum number of actions required to complete a chamber as the difficulty unit. This allowed me to design a progressive curve with a clear pattern:

Difficulty rises gradually, but drops sharply without returning to zero each time a new mechanic is introduced, giving the player space to absorb it before the challenge ramps back up.

1
C1
3
C2
3
C3
4
C4
6
C5
4
C6
5
C7
7
C8
5
C9
7
C10
8
C11
9
C12
New mechanic
Intermediate
Advanced

Chambers were also designed and iterated in smaller groups — 1 tutorial, 1-3 intermediate, and 1 advanced — rather than all 12 at once. This kept the feedback loop tight and made balancing manageable.


Result

The difficulty curve was objectively documented and adjustable, removing subjectivity from the design process.

Controlled drops when introducing new mechanics prevented frustration and maintained the learning pace.

Designing in small groups allowed fast iteration and kept the overall curve balanced throughout development.