Project

Serial Deminer ArtCenter 2024 Fall Game Jam project

Systems Page

Gameplay And Gadgets

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

What Each Gadget Contributes

I kept the gadget set compact, but it still covers detection, planning, action, and emergency confirmation. That economy gives the whole game its clarity.

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.

Marking Flag

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

Explosives are the commitment mechanic. The player can only use them effectively in detonation range, which means action comes after discipline, not before.

Goggle Gadget

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

Why The Loop Feels Tense

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.

Partial Information The detector gives clues, not total certainty, so the player has to interpret space rather than just execute instructions.
Placement Risk Flags and explosives make the player commit publicly to their read of the terrain.
Mission Consequence Any missed mine can threaten the convoy, which keeps the loop pointed at responsibility instead of score-chasing.

Interaction Design

Readable Systems, Not Overbuilt Systems

The mechanics are easy to understand within minutes, but still leave room for better reads, cleaner route planning, and more confident play.

What Makes It Readable

  • Movement and input stay minimal.
  • Each gadget solves a different problem.
  • Audio and placement create believable field procedure.
  • The objective stays visible: clear the path safely.

What Keeps It Interesting

  • Unseen mines make every sweep meaningful.
  • The player is managing both caution and momentum.
  • Support tools help, but never fully replace judgment.
  • Level spaces encourage methodical route-building.

Level Read

How The Game Presents Space

Terrain visibility and route planning give the project a grounded, procedural feel even within a compact jam scope.

Serial Deminer title screen
The title screen frames the game as controlled hazard work rather than spectacle-first action.
Serial Deminer gameplay level montage
The level montage suggests a route-based structure where search discipline and visual scanning define the pacing.