Object POV & Input: Squeaky Chair Assembly Line

The screenshot of the prototype Squeaky Chair Assembly Line
This is a practice for making a 2D puzzle game. In this game, the player performs as a worker to assemble chairs, where during the work the squeaky sound happens. The general feel is a funny since during the assembly the components of the chair are making weird sounds all the time.
There are constraints in making this prototype: 1) a squeaky chair and 2) a single column on the keyboard. This prototype responds to the constraints as the goal of this game is to assemble the chair, and the only inputs here are the keys E, D, and C, which are adjacent and in a single column on the keyboard.
If there is a chance to further develop this prototype, I would improve the interaction for which the selected components in the scene will be highlighted. Also, there would be an additional element in the game: creating more levels and including a supervisor who interacts with the player.
All the art assets are self-made and the sound effects are free assets online.
Tools used: Procreate, Unity, C#, Visual Studio
Link to the project (itch.io): https://huihan.itch.io/squeaky-chair-assembly-line-prototype
Asset Folder & Gameplay Mechanics: Sharkenstein

The screenshot of the prototype Sharkenstein
This is a practice for making a 2D narrative game. In this game, the player would play as a man-made monster Sharkenstein, experiencing a section of the whole adapted story. Though the sprites are hilarious, the story tries to convey the anger and sadness of the monster Sharkenstein.
For this prototype, the constraints here are 1) use the assets in the folder as much as possible and 2) use the gameplay mechanics listed in class. The listed gameplay mechanics used here are physical interaction, and experience points/character growth.
For making an RPG game, I chose to adapt an excerpt from Frankenstein provided. But there were not many sprites of humans in the folder, whereas there were more sprites of the shark, which is also a monstrous living being like Frankenstein. While typing the lines from the excerpt, I found that “shark” and “frank” shared the letter “k”, and then I changed the name of the title from “Frankenstein” to “Sharkenstein”, which intensified the weird and amusing element in the game. It was an amazing moment.
If there is a chance to further develop this prototype, I would have the UI polished and write the whole section of this story.
Except for the self-made background, all the assets are given by instructors as part of the constraints.
Tools used: Procreate, Unity, C#, Visual Studio
Link to the project (itch.io): https://huihan.itch.io/sharkenstein-prototype
“Will no entreaties cause thee to turn a favourable eye upon thy creature, who implores thy goodness and compassion?” – Mary Shelley
I really enjoyed in making this prototype:)
Autobiography: After Class

The screenshot of the prototype After Class
This is a practice for making a 2D narrative game. In this game, the player would play to experience the life of a primary school student after class. These were very fun and relaxing moments for me in my childhood, and I would like to create a general feeling and deliver it to the players.
There is one constraint for making this prototype: something from your childhood that helped you become who you are today. In retrospect, I would like to represent a part of my childhood. The chosen scenes are writing homework in the classroom, letting the forehead touch the water, and feeling the wind blow by a pool.
If there is a chance to further develop this prototype, I would have a major game loop that assembles these scenes together, and have the scene of the pool finished as planned at the beginning.
All the art assets are self-made and the sound effects are free assets online.
Tools used: Procreate, Unity, C#, Visual Studio
Link to the project (itch.io): https://huihan.itch.io/after-class
Culture Club: Leaving the Surgery Behind

The screenshot of the prototype Leaving the Surgery Behind
This is a practice for making a 2D narrative game. In this game, the player would play to experience the life of a person who is going to have surgery to maintain their brain functionality in an alternate time, rather than what happened in the original story Learning to Be Me. Compared to the other prototypes created in the semester, the general atmosphere here is dim and serious, which expresses the point of no return.
There are constraints in making this prototype: 1) uses one of these recurring interests, and 2)Is based on one of the culture club works. I consider that my recurring interest is to create interaction between characters and move around in the scene. Also, Learning to Be Me, the story shared in class also interests me.
In the original story, there is a section where the protagonist flees from the hospital and receives a letter from his wife. I tried to represent it by creating a scene of racing out from the hospital. There is an emphasis on distinguishing the player from the scene by contrasting colors. Also, I created another ending, in which the player could choose to have the surgery, and the two endings have backgrounds with different lightness.
If there is a chance to further develop this prototype, while having the UI polished, I would also make the scene more complete.
All the art assets are self-made and the sound effects are free assets online.
Tools used: Procreate, Unity, C#, Visual Studio
Link to the project (itch.io): https://huihan.itch.io/learning-to-beme