
A RedMou’s Room is an Autobiographical Puzzle game concluding 8 puzzles and some self-deconstruction contents showed by dialogues. Player can talk with 2 AIs in RedMou’s room and get some information about RedMou via solving puzzles in the room.
The background/narrative: the player is an Authority and he/she comes to the room to investigate the disappearance of the owner of the room: RedMou. Then he met two AI of the room, they told to player that player should solve puzzles left by Redmou to get information about him.


So the process of the game is about:
- Find interactive objects in the room.
- Click the object and go to puzzle level.
- Solve puzzle.
- Return to the room and repeat step 1.
INSPIRATION:
The early idea of the game is linked with my final thesis that discussed about how to get a better control of pre-produced tools but not be controlled by the tools. Since I have experiences about Unreal, and Epic store provides a plenty of useful tools for developer, so I managed to make a game that most of the resources in the game are collected from Epic Store or Internet. For this aim, I searched the Epic Store and found some interesting works, like Turn-Based RPG Template, Apartment Tech Props and Chameleon, these tools helped me in different area: gameplay coding, next-gen scene resources and post-processing.



On this basis, I began to conceive how to integrate these functions into a game and make it reasonable.
The main idea came from an autobiographical prototype I gave up in Term3, which is a walking simulator that shows the copy of my current room in game. I gave up it because I could not find a suitable gameplay, so the game could not make sense. But for this time, I find that it’s a good timing for me to analyze myself and express the thinking to player.
PUZZLE MECHANIC
The puzzle mechanic is based on the Turn-based RPG gameplay, and I paid at least two weeks to understand how the pre-produced blueprint works. Then I was able to modify the blueprint and transform it from a wargame to something closer to a puzzle game.
The biggest challenge of modifying a well-produced blueprint is, how to add new macro and variable in it and to ensure that the new node will not make something wrong that may be related, because efficient blueprints often have many variable references, casual modification may cause errors that are difficult to fix.
So, I’ll list the most important changes I made:
- Added round limit and wave limit, now the game will generate a fixed number of enemies according to my configuration, and if the round limit is exceeded, it will fail.
- Adjust the attack and health volume of all units to precise integers to facilitate players’ calculations.
- Changed enemy attack logic.
- Appends the number of current health to the health bar.
- Adjusted the speed of all animations.
- Added audios that controlled by blueprints.
- Added Result UI, Restart UI and Guide UI.

- Rule of the puzzle:
- It is a turn-based game, player can act before the enemies.
- Player can control two characters; each character has unique attack pattern and skill.
- Enemies will just attack the closest target.
- Player must destroy all enemies in limited turns.
ROOM MECHANICS
Writing the room scene’s blueprint is another challenge. I have to write all of the blueprint content for this level because it just has a completely scene. Another problem is how to link this level with the puzzle levels. I use “Open Level by Reference” API to transfer to puzzle levels, and when I do this, Unreal will nor save the statues of the room level. My solution is using a “GameInstance” to save those variables and set them again when come back to the room level.
The main interaction in this level is press A or D to change camera to observe the room and try to find some special objects. Then player can click the objects to transfer to puzzle level. The role of GameInstance is that the completed state of each level will be saved in it to ensure that the player will not return to the completed level.
PLAYTESTING
The playtesting has 3 steps, the first step is Puzzle Mechanic Testing, I brow the puzzle prototype to class and let everyone to try it, the result is that half of the people that played some puzzle games before can realize the mechanic very quickly, but some people even could not solve the first level.

The feedback shows something should improve: Players need a clear guide to know how to interact; Players hope that the feedback of the operation is more intuitive, which will affect the player’s decision; Maybe more mechanics, like to change units’ position by attack or skill.
According to the feedback, I changed the game rules. I canceled enemy’s moving step and ruled them to attack the closest target.

The second playtesting concluded more levels, including a 3-waves guide level. This test shows that players are willing to think about the puzzles, and some players who have summed up the rules and skills can solve the puzzles smoothly, which is what I want to see.
Unfortunately, for players who can’t find their way, the puzzles are too difficult and unpredictable, and the slow animation process can make them feel uncomfortable, so that repeated attempts are painful.


On the third playtesting, I assembled everything for the game and provided the full game process for players to experience. It generally takes more than an hour for players to clear the level, which greatly exceeded my expectations. Fortunately, the whole process can run smoothly, and there are no major technical problems. Players raised a lot of experience problems, which helped a lot in detail optimization.
CRITICAL REFLECTION
The FMP shows that it is still not very easy for individual developer to control the pre-produced tools. I always felt big limitation when I wanted to add a new function to the current framework or improve the current function, especially in Unreal blueprint projects. But it doesn’t mean that the way that using pre-produced tools to build a game is impossible, as I said in my final thesis, developers should have enough knowledge. Tools can only help developers to save time, or sometimes give some inspiration, but most of the time the main idea should not be replaced by tools.