Metal Detector
This is the main information tool. It turns invisible danger into readable proximity feedback and makes listening part of the play pattern, not just looking.
Project
Serial Deminer ArtCenter 2024 Fall Game Jam projectSystems Page
Each tool has a clean job, and the tension comes from balancing certainty against risk.
I built the game loop around interpreting signals, then acting with intention. The metal detector finds danger, the flag externalizes memory, explosives commit to removal, and the goggle gadget acts as a limited support layer rather than a total solution.
Tool Kit
I kept the gadget set compact, but it still covers detection, planning, action, and emergency confirmation. That economy gives the whole game its clarity.
This is the main information tool. It turns invisible danger into readable proximity feedback and makes listening part of the play pattern, not just looking.
Flags are a planning tool as much as a safety tool. They prevent rechecking the same ground and turn uncertain terrain into a mapped work site.
Explosives are the commitment mechanic. The player can only use them effectively in detonation range, which means action comes after discipline, not before.
The goggle gadget reveals mine locations within a limited radius. Because it is constrained, it works as tactical support instead of removing the need for scanning and judgment.
Decision Pressure
I keep the tension high without needing heavy combat or complex narrative scripting. Pressure comes from incomplete information, limited resources, and the cost of being wrong.
Interaction Design
The mechanics are easy to understand within minutes, but still leave room for better reads, cleaner route planning, and more confident play.
Level Read
Terrain visibility and route planning give the project a grounded, procedural feel even within a compact jam scope.