Aidan Briggs
Lucky Life: Tower Of Trials
For some reason, you're drawn to the top of the tower, you don't know why, but there is something important about it. Every time you die you are closer to victory in navigating the tower. Each time you fail, the screen fades to black, and you're reborn with new upgrades. Navigate each floor of the tower filled with trials and challenges as you strive to reach the top . Die, evolve, and survive the climb.
Gameplay Video:
My Contributions
Lucky Life: Tower of Trials was a solo project, fully developed in Unreal Engine 5 as part of the Alt + F4 Game 48-Hour Jam, and I was responsible for all aspects of the game’s creation:
​​
-UI/UX Design: Designed the user interface to provide clear feedback during gameplay, and developed a dialogue system
​
-Game Mechanics: Designed the core mechanics of dying and evolving, ensuring each death brought players closer to victory by offering meaningful upgrades after each rebirth.
​
-Level Design: Crafted all 20 floors in the tower and included 2 boss fights. Each floor contains unique challenges and trials that gradually increase in difficulty, enhancing the game's sense of progression.
​
-Upgrade System: Developed the rebirth and upgrade mechanic, allowing players to gain new abilities after each death, reinforcing the theme of evolution and continuous improvement.
​
-Programming: Implemented the core gameplay systems using blueprint coding, including player movement, dying/rebirth logic, and tower navigation.​

What I learned
-Learned how to rapidly prototype and iterate under tight time constraints during a 48-hour game jam.
​
-Improved my ability to design engaging mechanics that align with a theme — in this case, “Rebooting.”
-Gained experience balancing challenging level design with player progression to keep gameplay rewarding and fair.
​
-Strengthened my skills in building upgrade systems that meaningfully impact gameplay and reflect player evolution.
​
-Practiced writing clean, efficient code under pressure, especially for core mechanics and rebirth logic.
-Enhanced my ability to design intuitive UI/UX that clearly communicates game state and supports a fast-paced, cyclical gameplay loop.
