James Liu

Physics-based platformer

Death of a Deal

Switch between ghost and stone forms to manipulate haunted-house physics and scare away a determined real-estate agent.

Pixel-art gameplay scene from Death of a Deal
Focus

Physics gameplay & level systems

Tools & methods

Java · LibGDX · Box2D · Team project

Project

Physics-based platformer

Trading mobility for mass unlocks the level.

Switching form trades mobility for mass, changing how the same character solves each physical obstacle.

Form switchingOne character. Two physical rules.
GhostMove freelyMobility for navigating the level
StoneBecome solid & heavyWeight for physical interactions

Switch forms to work with bounce pads, breakable platforms, slopes, and air currents.

Implementation details

The game's signature mechanic is turning to stone. In ghost form the player moves freely; in stone form the character loses mobility but becomes solid and heavy.

That change in physical properties lets the same character interact differently with bounce pads, breakable platforms, slopes, and air currents. The mechanic becomes both a traversal tool and the foundation for environmental puzzles.

Environmental forces remain legible and systemic.

Box2D forces and collision behavior turn environmental objects into reusable puzzle tools.

Physics interactionsThe environment pushes back
Slopes
SurfaceSlope direction
PhysicsDirectional impulse
ResultMotion along the slope
Wind
RegionBody position
PhysicsPosition-aware force
ResultMove dynamic bodies

Wind ignores static geometry; form switching changes the player’s physical behavior.

Death of a Deal level overview with collision and force debug overlays
A full-level debug view exposes platforms, hazards, and force regions together.
Death of a Deal haunted-house level during gameplay
The same space in its clean player-facing presentation.
Implementation details

Built with LibGDX and Box2D, the game treats slopes, wind particles, and player state as composable systems. Slope impulses follow surface direction while wind applies position-aware force to dynamic bodies and ignores static geometry.

  • Form switching changes how the player participates in physics
  • Wind and bounce systems create reusable level-design verbs
  • Collision handling keeps special surfaces predictable

A haunted-house sale gives every obstacle a purpose.

As a mansion’s guardian statue, the player protects its ghosts by using both forms to scare away a real-estate agent.

Implementation details

The player is the guardian statue of a mansion that shelters Hallowville's ghosts. When a real-estate agent arrives to close a sale, the statue must use both forms to protect the residents and make the property impossible to sell.

Next projectFPS Demo