Yibo Wang

2D Metroidvania / Design & development

Babel

Explore a connected tower, earn traversal abilities, and decide when to spend the Spirit that powers both movement and survival.

Built with
Unity 6 · C#
My contribution
Gameplay, level, combat and narrative design; gameplay programming.
Scope
Connected world · 5 boss encounters

See it in motion.

Gameplay and design walkthrough · English narration

Latest portfolio film · November 2026Watch on YouTube ↗

The decisions behind the game.

01

A world that opens with ability

Shockwave, Double Jump, Wall Jump, and Crystal Dash change which routes the player can reach. Return paths and visible barriers connect new abilities to familiar spaces.

02

One resource, competing needs

Healing, Crystal Dash, and Shockwave share Spirit. Rune loadouts add build choices, while boss wind-ups and recovery windows make positioning part of the combat decision.

03

Revise the rule, then verify it

I clarified breakable barriers and changed Crystal Dash to charge its cost on launch. The portfolio records 38 targeted checks, and separates those checks from future player testing.

Inside the project.

Level diagrams, mechanics, and documented iterations.

Selected portfolio / 01 — 07 · Click to enlarge
Selected portfolio / 02 — 07 · Click to enlarge
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Selected portfolio / 07 — 07 · Click to enlarge

Contribution & credits

What I made.

Gameplay, level, combat and narrative design; gameplay programming.

Visual assets include AI-assisted artwork, and the film uses synthetic narration. Cover illustration is promotional art, not an in-game screenshot.

Evidence & next steps

What the work demonstrates.

Informal friend playtests highlighted the movement feel, pacing, and exploration. The PDF records targeted runtime checks, not a controlled study. The public source and build are v0.57; the visual portfolio preserves the v0.56 design breakdown.

The playable build is the primary evidence; the portfolio explains the intent, implementation, and revisions behind it.