
Rust Boundary
Rust boundary Frontier is a platforming puzzle game set in a world slowly being consumed by rust. Players must overcome obstacles and collect Stellar Energy to halt the decay and restore the wasteland. As a countdown triggers exploding map modules, players use scattered high-tech tools to navigate, experiment through repeated deaths, and refine the optimal route through each compact stage to survive.
Inspiration
I want to create a platformer puzzle game that, like Animal Well, encourages players to be creative. However, unlike the calm and cozy atmosphere of Animal Well, I aim for a more intense and urgent gameplay experience. This led me to combine elements such as death countdowns, map-based puzzles, and platform jumping, which ultimately shaped the design of this game.
Game control
Players can use the A and D keys on the keyboard to move the character left and right, and the W key to make the character jump.
Initial idea
My initial design focused more on narrative: the protagonist is inside a falling spaceship, and its sections break apart one by one as their countdowns expire. The player must use various items to navigate the collapsing structure and track down the criminal who attacked the ship.
Core gameplay
Countdown & Map Collapse Each tile on the map has its own countdown timer. When the timer reaches Zero, that tile disappears. If the player remains on a vanished tile, they fall out of the map and die. Tiles with shorter countdowns are likely the ones the player should prioritize passing through first.
Item Combination Usage Three types of usable items are scattered across the map: Light Spot, Portal, and Spin. The game encourages players to combine multiple items and experiment with different methods to complete each level.
Prop description
Touch a Light Spot for an extra jump. Collect all Star Props to complete the collection quest. Portals transport the player to another portal. A Spin Prop rotates the map 90 degrees in the direction of its arrow. Blue items disappear after one use. Purple items can be used again after a one-second cooldown.
Level design
To encourage player creativity, each level is designed to avoid having a “single correct solution.” Instead, multiple items and routes are available within the map, giving players full autonomy to explore, experiment, and create their own approaches. Misleading Cues in the Map During the sketching phase, I explored how to create challenges and obstacles for players by intentionally introducing misleading cues. These false leads require players to make multiple attempts before discovering the correct path to completion. Reusability of Mechanics By combining single-use items with permanent ones, players gain a wider range of possibilities for item combinations and strategic approaches.
Game UI
At the beginning of the game, each new level introduces only one new item along with its usage instructions.
Players can press ESC to access the level selection screen, view level progress, completion times, star collection, and replay previous levels.
After completing all levels, the game’s ending is triggered. Players can replay the game to collect all stars for a perfect completion.
























