Sisyphus's Worst Day (again)

Lead Game Designer

Project Overview

Sisyphus's Worst Day (again) is an isometric puzzle game where you play as Daedalus, a once-retired architect trying to trap Sisyphus in infinite loops. Use various tools at your disposal to complete your job!

INFO:

  • GENRE: Isometric puzzle

  • TOOLS: Unity, custom level editor

  • TIMELINE: August 2025 - May 2026

I was the Lead Game Designer, where I:

  • Designed, iterated, and polished 5+ elements of the 3Cs

    • Character: Puzzle win/loss feedback; "enemy" AI behavior

    • Camera: Isometric camera FOV and constraints

    • Controls: Mouse controls and HUD buttons

  • Designed the tutorial objective system; implemented 2 tutorial levels

  • Oversaw puzzle progression; led development of a custom level editor

This team had 30+ developers, and I led the team of 3 designers.

My Contributions: 3Cs Design, Tools, and Puzzle Workflow

3Cs Features + Systems I Designed

Player Character (Daedalus)

For the player character, I designed the puzzle feedback system:

  • Win Feedback: Designed day/night cycle to convey time passing

  • Loss Feedback: Designed a banner notification system to describe the fail state and why the player reached it

"Enemy" AI Character (Sisyphus)

For Sisyphus's character, I established his deterministic AI Behavior:

  • Goal: Reach the flag at the top of the mountain with the Boulder

  • Boulder Seeking: Sisyphus will pathfind to the Boulder first

  • Boulder Pushing: Then, Sisyphus will push the Boulder forward and move to reorient himself, pathfinding with the Boulder

  • Traps: Sisyphus will not pathfind to avoid traps

  • Fail States: Sisyphus must always be able to reach the flag

    • Sisyphus must always be able to push the Boulder (and stay alive)

Camera and Controls Features

  • Camera: Isometric camera that shows the environment fully — designed a feature to add camera rotation constraints per level

  • Controls: For placing traps and testing puzzle solutions

    • Mouse controls: Inspired by 3D modeling software

      • Right Mouse: Rotate camera

      • Left Mouse: Select, place, and move traps

    • Simulating AI Buttons: Video-playback inspired controls to show, pause, and reset Sisyphus's movement

    • Trap Modification Gizmos: After selecting or placing a trap, billboarded gizmos pop up for rotating and deleting that trap

Tools + Content I Designed

Custom Level Editor for Puzzles

  • For Designers: Devised an editor for designers to block out levels by placing tiles, traps, and the flag/enemy goal on a grid

    • Can also set Sisyphus, Boulder, and camera starting positions

  • For Artists: Level geometry can be exported as an FBX file for 3D artists to model and texture on top of

Tutorial Objectives + 2 Tutorials I Implemented

  • Objective System: Shows list of tasks to complete in tutorials

  • Level 1 Tutorial: Teaches players how to play/use the controls

  • Level 2 Tutorial: Teaches players how to think about solving puzzles

Design Workflow Responsibilites

  • Level Design: Established a 5-step process for puzzle design

    • Ensured levels were polished enough for art to be implemented

  • Preserving Game Vision: Made a list of level design constraints to ensure cohesive design language for each puzzle

  • Approaching Milestones: Created spreadsheets to prioritize design problems and bugs to solve their issues effectively

  • Other Disciplines: Wrote 3+ feature specs to explain design implementation details to engineering, art, and UI teams

Design Case Study: Tutorialization + Controls

Feature #1 : Game Tutorialization

Starting the Process + Rising Issues

  • Design Constraint: Because placing traps and simulating Sisyphus are not familiar mechanics, an explicit tutorial is required to teach players

  • My Task: Design a tutorial to teach players how to solve puzzles

  • Initial Idea: Teach players all the controls in Level 1

  • Design Intent: After being introduced to all the controls, players will have enough information to use them to solve the next 12 puzzles

After designing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Players were getting swamped with the amount of controls information coming at them in Level 1

  • Resultant Effect: Players could not solve puzzles in the next levels because they were confused about the controls and the game loop

I realized that these problems arose because the tutorial did not teach players the game loop or how to solve puzzles, due to the bulk of the info being controls-related. This prompted some action:

Actions I Took to Fix The Feature

  • Designed a tutorial objective system that shows remaining tasks — slowly delivers info on the first trap, controls, and puzzle-solving

    • Used in 5 tutorial levels, including 3 tutorials for new mechanics

  • Implemented 2 tutorial levels, reducing the info delivered per level

    • Level 1: Teaches the game loop, first trap, and essential controls

    • Level 2: Teaches other controls and puzzle-solving techniques

Results From These Actions

  • Players were able to clearly understand the game loop and controls

  • Players could focus their efforts on solving puzzles and understanding traps instead of fumbling with controls

Key Design Takeaway

  • Unfamiliar mechanics need to be taught to players slowly!

Feature #2 : Controls for Traps

Starting the Process + Rising Issues

  • Design Constraint: Traps need to be placed on the level grid from a set of given traps, which is displayed in the HUD (sidebar UI)

  • My Task: Create a system in which selecting, placing, moving, rotating, and deleting traps is intuitive

  • Initial Idea: Click on the sidebar to select a trap, then click on the grid to place it; click on the trap to select it and modify it with gizmos

  • Design Intent: Clicking to place will reduce the need to move traps

After designing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Because players needed to click on a trap to modify it, they had to rotate the camera to click the gizmos properly

  • Resultant Effect: Players got frustrated with the lack of intuitiveness in an already complex/unfamiliar game

I realized that these problems arose because players expected a different control scheme than presented. This prompted some action:

Actions I Took to Fix The Feature

  • Redesigned the trap movement controls and gizmo to allow players to grab and drag a trap to move it along the grid

  • Added drag + drop trap placement controls while preserving click to place to move a trap from the palette to the grid

    • Meshes well with new trap movement controls (grab and drag)

  • Restricted Left Mouse to "placement only" while a trap is selected on the sidebar, and "selection only" while a trap is selected on the grid

Results From These Actions

  • Players had an easier time with placing and modifying traps

Key Design Takeaway

  • Once again, simple gameplay solutions can involve designing around existing player expectations

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com