
A 2.5D puzzle where you are Michael, an office worker. You find yourself inside a computer, holding a stapler. Reach the desktop to get back home.
The monitor is cluttered with open windows that have trapped you. Help Mike: tackle the chaos in the program windows by pinning and stapling elements, and shooting down computer viruses with brackets.

Wrong tool for the job



Mike’s only tool and weapon is the stapler. With it, he fastens the platforms needed to advance levels and shoots back at viruses.
Reach the Cross
Levels are program windows. Close the window by clicking the 'X' in the upper right corner to proceed to the next level.
Shoot and connect! To reach the cross, use the level windows as platforms.
Movable
Cannot be jumped on. Use the clamp to secure the platform at a specific level.Static
Fixed to a certain level. Convenient for planning a route while taking their placement into account.Hazardous
Error zones. If Mike collides with the platform, he loses half his health.It looks like you are not alone here. The computer is full of viruses, and they don’t want you around! Shoot the brackets to get rid of the enemies.
The damaged file attacks nearby and is killed in 3 shots.
The cute kitten is a Trojan. It is very dangerous—do not let it deceive you: shoot it before it gets close. The shockwave from its explosion is very dangerous.


The sweet girl sending kisses is a spammer. She isn’t dangerous, but she is annoying. When hit, her kisses turn into spam windows. They clutter the screen, blocking progress.
THE X–IT — a game focusing on two systems: platforming and fighting
As a game designer, I aimed to balance both systems.
My Contribution to the Project
I was responsible for developing the concept and translating it into the GDD, designing enemy types and platform mechanics, and overseeing the system balance of the game. For instance, the number of enemy types needed to be optimal so as not to oversaturate the shooting mechanics, so I focused on three core archetypes: the standard enemy, the projectile thrower, and the kamikaze.
I also worked on the logic code for spawning all levels within a unified system, translating level designer concepts into the engine where I arranged the levels. I imported the finished textures, sprites, and 3D models into the engine.
In the engine, I created Niagara system special effects to provide feedback for Mike’s running and jumping, the firing of grappling hooks, platform securing, and the appearance and death of enemies.
For Mike, I created animations for running, jumping, shooting, dying, and idle states.




