
Madcap Castle
I focused on diversifying gameplay and finding creative ways to approach challenges within the level’s limited space. For example, a level that forces the player to stay on the left side of the screen shooting trying to hit the bosses sweet spot as the Punilicious battle, shitfs the perspective of a 2D platformer into something simillar to a shooter, one of my inspirations when creating this level.
Other than the horizontal shot, I created abilities such as the statue transformation, bomb creation, reflective shield, magic cubes, dash, invisibility and gravity shifts.
I also contributed to the design of several bosses and obstacles mechanics concepts, always imagining how dyniamic and different they would be so the player would constantly approach the way they play in a different way.

Game Design
Madcap Castle is a retro-inspired puzzle platformer where players explore a chaotic castle filled with traps, puzzles, and bizarre obstacles in search of the Infinite Batteries.
I worked on the project across multiple areas, including pixel art, animation, game design, and level design. I created most of the game’s visual assets and character animations, while also contributing to player abilities, boss mechanics, and level design.
Level Design
In level design, I created 9 levels (out of 150), including all stages related to the invisibility mechanic. One of them became the most challenging level in the game, reinforcing its “rage-quit” identity.
Pixel Art & Animation
I defined the visual direction for all boss characters and the thematic identity of their respective towers, structuring them as visually distinct worlds. The game embraces a chaotic, “madcap” tone, with unexpected themes, eccentric enemies and subtle references and easter eggs throughout. I also created the game logo, intro and ending cutscene visuals, as well as the main menu and level selection screens.







Promo Material
Beyond the game itself, I developed promotional materials aligned with its retro aesthetic, including Game Boy-inspired physical boxes, posters, and stickers. These were used in events and included Steam keys, creating a tangible extension of the game’s identity.



Full Game
For a complete playthrough of the game, including all levels and bosses, you can watch this full run recorded by a player.
























