Psych(eye) is a 2d experimental interface-based puzzle game.

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Developed by:
Luke Alexander Pannell and Cathelina Zhan


DOcumentation:

Tasked with creating an evocative work that functioned metaphorically as a maze, Cathelina and I decided to create something minimalist and that used color in an interesting way.We decided in order to keep the player visually invested, having colors change in direct response to their actions would provide powerful feedback that makes them ask questions.We quickly realized that an easy way to trick the player into thinking they're moving between space, is by having the entire environment color change.Because of the environment we were building at this point, it made sense to tie in authoritarian narrative themes. Specifically, the book 1984 became a big part in further developing the background of the game.


'Space'Bar is a twin-stick roguelike where you kill aliens and collect their blood to use as key ingredients in the universe's finest exotic beverages.


The game follows a standard loop where you are sent off to a procedurally generated level (a planet) in which you must clear each screen. Throughout the planet are secret screens and treasure screens that contain chests of various random upgrades that do more than just simple stat-ups.

Each planet has 3 layers: the crust, the mantle, and the core. Each layer, you will have to fight increasingly difficult versions of the same boss from that planet until you drain it completely of its blood, and then get sent to the next planet.

Instead of health, the player has an alert meter. When they are hit, the meter increases. Once it's full, the player can take one more hit before being warped back to the bar, with whichever resources they collected.


The game utilizes a unique 3D grid-based system loosely inspired by the (in-cabin) movement sections of Inscryption.Furthermore, it is a deeply personal project that tackles my experiences with imposter syndrome, mental health, relationships, and isolation.This originally started as a school project, but became much larger when each piece of feedback I got was, "I want to see a full game like this." This not only inspired me, but also made me realize I had much more to say using the tools I already crafted.


Cries of the Moon is my current solo indie title that started development in August 2025.