top of page
Lum1.png

CAPSULED

Overview

Block-fitting puzzle game / Ludum Dare 54
My Role:
Co-lead Gameplay Designer, Puzzle Designer, Narrative Designer
Team: 9-person international team
Duration: 72 hours
Result: Top 8% among 2,166 submissions
Link: Play on Itch

“Capsuled” is a block-fitting puzzle game set in a dystopian, cyberpunk city dominated by corrupt corporations. Players explore their identity and the world through the objects they choose to fit into limited spaces.

 

In each cramped environment, players must adapt their strategies by reading object properties, understanding contextual relationships, and deciding what can—or should—fit.The game explores the theme of limited space through the concept of various containers while extending beyond their literal meaning.

Core Design Challenge

The theme of Ludum Dare 54 was “Limited Space.” Our first idea naturally pointed toward block-fitting games such as Unpacking and Tetris-like spatial puzzles, where players examine objects carefully and decide how to fit them into a constrained area.

My design goal was to push the theme beyond a simple packing challenge. I proposed combining block-fitting gameplay with narrative progression, object relationships, and dark humor, so that “limited space” could also suggest social pressure, corporate control, and the way people are forced to fit into systems larger than themselves.

This direction led us to the setting of a corrupted cyberpunk city, where each level presents a different kind of container: a suitcase, a room, and eventually a city block.

image.png
Ludum2.gif

GAMEPLAY
& PUZZLE DESIGN

The core mechanic begins with a familiar block-fitting interaction: players drag items from an inventory and place them into containers within the scene. To keep the mechanic from becoming repetitive, I helped design a scale progression across levels. The first level asks players to fit personal items into a suitcase; the second expands the space into a room filled with furniture; the final level turns the puzzle into the layout of a city block.

LevelDesign_edited.jpg
image.png

Each level changes not only the size of the space, but also the meaning of what the player is managing. As the container grows larger, the player’s role also shifts, creating a difficulty curve that refreshes the player’s understanding of “space.”

I also designed object interactions around item properties and contextual relationships. Some objects lose value when placed near incompatible items, such as a coffee machine placed close to electronic devices, while other combinations create better outcomes, such as a desk and chair placed together. Because space is limited, players must read object descriptions, infer relationships, and plan their layout instead of solving the puzzle through trial and error alone.

image.png

NARRATIVE INTEGRATION

image.png
capsule.png

I wanted the narrative to feel like something players uncover while solving the puzzles, rather than something separated from the gameplay. Many object descriptions work as small clues: some tell players how an item might behave in the space, while others quietly reveal pieces of the city, the corporation, and the player’s changing identity.

As the game moves from a suitcase, to a room, and finally to a city block, the player also shifts roles—from a hacker, to an AI butler, to someone managing the city on behalf of the corporation. I used recurring objects, advertisements, and virtual notices to connect these perspectives into one hidden storyline about ZS Corporation and its virtual reality capsule. The capsule is not only the object behind the title, but also the link between the different levels: a symbol of how people, rooms, and even cities are gradually compressed into systems they did not choose.

storyline.png

©Sallya Jiang. Proudly created with Wix.com

bottom of page