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Its incredibly difficult to design a wholly unique sci-fi world.
First and foremost, Bionic Bay is a striking game to look at.
Huge metal machines fused with mass organic structures.
Damp tendrils worm their way between mechanisms, it’s almost impossible to distinguish roots from wires and cables.
This facility is also set entirely underground.
Light littered with dust and spores filters down from the surface giving everything an unnatural hazy glow.
This subterranean, biomechanical world has been carefully considered, and the result is a deliciously eerie atmosphere.
That said, the two dont have to exclude each other.
Our goal is to create the best game possible by excelling in both areas.
However, the real challenge lies in balancing aesthetics and gameplay clarity.
For me, the key to artistic direction is finding the sweet spot between these elements.
This design philosophy is how Myllys approaches Biomic Bays level design.
The standard advice is to always start with a block out using simple assets to establish functionality.
While this approach can be more challenging, it often leads to end results I wouldnt have made otherwise.
What he finds is a series of strange biomes with mysterious technology.
Dissected, crushed, vaporized, obliterated - the works.
With death around every corner, Bionic Bay is a puzzle platformer thats more action-orientated than brain-busting.
The Swap mechanic is a core game mechanic that really demands a hand-crafted approach, Myllys says.
The biggest challenge is helping players understand the versatility and possibilities this mechanic allows.
Its not a mechanic that players have already experienced in some way.
And wow does it get more bonkers.
The swapping ability is just the beginning of a series of abilities and obstacles.
Another has laser beams that make you launch upwards like a trampoline.
There’s even one level that has you slowing down time.
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