Planetary Panic is a singleplayer horror game developed in one week for the Scream Jam 2023. In Planetary Panic, the Space Farmer is traveling on a spaceship that is slowly breaking down, while a monstrous Squimbus chases them. The player must constantly repair their ship’s systems in order to keep the ship running, all while avoiding the ravenous creature.
The player encounters the Squimbus in a dark hallway.
On this small team, I took on the role of a Game Designer. I was in charge of designing the gameplay loop of the game, as well as the game’s systems. I also wrote and maintained the game design document.
One of the systems the player must keep running.
The game jam I designed Planetary Panic for had very few restrictions, only requiring the game to be horror-themed. This made the main challenge of designing the game the time limit, as my team only had one week to fully create this game. I had to come up with a game loop that was simple enough for our programmers to implement, while still being fun and compelling for our players.
The Squimbus, as it appeared in Planetary Planter.
The game timer (top left) and the System Status UI (bottom right). The Ship’s power is no longer functioning, and the ship has stopped moving.
I decided that, in order to help reinforce the horror themes, the player should have fear and panic generated through not only the spooky environment and sound effects, but also the gameplay. The team had already decided to reuse the Squimbus, an antagonistic creature from our previous game, Planetary Planter, in order to save on art development time. Initially, we were just going to have the Squimbus chase the player through the hallway for a few minutes, and if the timer ran out, the player won. However, in my opinion, just being chased by a monster wasn’t enough to make our game loop compelling. While scary, it needed something more.
In order to raise the tension, I added the System Repair mechanic into the game loop. As the player was trying to avoid the Squimbus, they also had to keep several important systems repaired. If one of the ship’s systems wasn’t working properly, the ship stopped moving, pausing the timer that would allow the player to escape. The timer would stay paused until the player repaired the system. After adding this system to the game, the gameplay became much more tense, as the player now had to keep multiple plates spinning on top of avoiding a monster.
Credits
Game Designer - Zach Ginsburg
Lead Producer - Jacob Lipski
Producer - Ryan Corning
Level Designer - Daniel Claps
Sound Designer - Mac Soulsby
Game Designer - Elijah Wakeling
3D Artist - Reghan “Reggie” Gill
Environmental Artist - Nathan Luman
3D Artist - Lake Gildner-Blinn
3D Artist - Samuel Ray
Gameplay Programmer / UI Programmer - Nicholas Pries
Gameplay Programmer - Daniel Hartman
Graphics Programmer / Version Control - Henry Chronowski