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Bricked Up is a 2D physics-based tower defense platformer created for GMTK 2024, the "World’s Largest Game Jam", where creativity is the most heavily weighted criterion among thousands of participants. Our team ranked 126th out of 7,500+ entries, reflecting the originality and quality of the design. The jam's theme is: "Built to Scale".

As Team Lead and Lead Game Designer, I guided the team beyond a traditional tower defense. Players build, drag, and place blocks, cannons, and traps to defend against waves of enemy bricks, interacting in real time between rounds. The goal: construct a tower that literally “builds to scale,” embracing the jam’s theme and the playful Tower of Babel philosophy.

The project pushed us to innovate under tight time constraints, most core gameplay was ready within the four-day jam, but we continued refining mechanics and art afterward, keeping the physics-driven creativity central. The name Bricked Up reflects the art style, building mechanics, and a playful nod to the theme.

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Bricked Up is a 2D physics-based tower defense platformer created for GMTK 2024, the "World’s Largest Game Jam", where creativity is the most heavily weighted criterion among thousands of participants. Our team ranked 126th out of 7,500+ entries, reflecting the originality and quality of the design. The jam's theme is: "Built to Scale".

As Team Lead and Lead Game Designer, I guided the team beyond a traditional tower defense. Players build, drag, and place blocks, cannons, and traps to defend against waves of enemy bricks, interacting in real time between rounds. The goal: construct a tower that literally “builds to scale,” embracing the jam’s theme and the playful Tower of Babel philosophy.

The project pushed us to innovate under tight time constraints, most core gameplay was ready within the four-day jam, but we continued refining mechanics and art afterward, keeping the physics-driven creativity central. The name Bricked Up reflects the art style, building mechanics, and a playful nod to the theme.

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GMTK Jam

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Challenge

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Solution

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GMTK 2024 is the world’s largest game jam with thousands of participants. We needed an idea that stood out.

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We created a physics-based tower defense where the Tower of Babel comes alive, bricks attack you, and humor is embedded into the design.

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Game engine physics are usually either realistic or too generic, which could make gameplay unbalanced.

We tweaked gravity, friction, and collision parameters to craft a stylized, fun, and playable physics system that supports strategic tower building.

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Designing towers, turrets, and blocks for defense while keeping the game varied and engaging.

Implemented multiple defensive elements and random variations to maintain fun, unpredictability, and strategic depth.

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Enemy design, how they approach the tower and interact with the player.

Developed different enemy types, movement patterns, and spawn points to create dynamic threats that require player adaptation.

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Making the core gameplay loop fun and engaging beyond standard tower defense mechanics.

Added gimmick items and interactive elements: bombs that affect both player and enemies, kamikaze enemies, enemies approaching from unexpected angles exc.

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96 hours to create a full game.

ORGANIZATION

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Challenge

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Solution

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GMTK 2024 is the world’s largest game jam with thousands of participants. We needed an idea that stood out.

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We created a physics-based tower defense where the Tower of Babel comes alive, bricks attack you, and humor is embedded into the design.

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Game engine physics are usually either realistic or too generic, which could make gameplay unbalanced.

We tweaked gravity, friction, and collision parameters to craft a stylized, fun, and playable physics system that supports strategic tower building.

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Designing towers, turrets, and blocks for defense while keeping the game varied and engaging.

Implemented multiple defensive elements and random variations to maintain fun, unpredictability, and strategic depth.

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Enemy design, how they approach the tower and interact with the player.

Developed different enemy types, movement patterns, and spawn points to create dynamic threats that require player adaptation.

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Making the core gameplay loop fun and engaging beyond standard tower defense mechanics.

Added gimmick items and interactive elements: bombs that affect both player and enemies, kamikaze enemies, enemies approaching from unexpected angles exc.

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96 hours to create a full game.

ORGANIZATION

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Players can grab and stack blocks directly with the cursor, rotating them by 90° for strategic placement.

Rotation is intentionally limited to right angles; preventing confusing controls and ensuring structures don’t become unreasonably unstable.

The physics system is custom-tuned: gravity is reduced compared to real-world physics, making blocks fall in a slightly floaty, forgiving way.

This helps with catching flying bricks, stacking precisely, and dropping blocks without excessive punishment.

Block Placement & Physics System

Every block carries friction, letting structures interlock and hold together instead of sliding apart.

As towers rise, stability decreases, making collapse more likely. Players can reinforce with supports or counterweights, but mistakes (even bumping the tower) can bring it down.

Depending on weight and balance, players may grab single blocks or small stacked groups; overload them, and the structure resists movement or crumbles.

Friction & Stability

Materials & Impact

Blocks come in four types: wood, concrete, metal, and special, each with unique weight, durability, and effects.

Heavier materials create sturdier defenses, while lighter ones allow faster, more flexible building.

Players can also throw blocks: a light piece might nudge an enemy, while a heavy beam can crush, but with risk.

Misused, the same impact can trigger explosions or collapse your own tower, turning offense into disaster.

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Players can grab and stack blocks directly with the cursor, rotating them by 90° for strategic placement.

Rotation is intentionally limited to right angles; preventing confusing controls and ensuring structures don’t become unreasonably unstable.

The physics system is custom-tuned: gravity is reduced compared to real-world physics, making blocks fall in a slightly floaty, forgiving way.

This helps with catching flying bricks, stacking precisely, and dropping blocks without excessive punishment.

Block Placement & Physics System

Every block carries friction, letting structures interlock and hold together instead of sliding apart.

As towers rise, stability decreases, making collapse more likely. Players can reinforce with supports or counterweights, but mistakes (even bumping the tower) can bring it down.

Depending on weight and balance, players may grab single blocks or small stacked groups; overload them, and the structure resists movement or crumbles.

Friction & Stability

Materials & Impact

Blocks come in four types: wood, concrete, metal, and special, each with unique weight, durability, and effects.

Heavier materials create sturdier defenses, while lighter ones allow faster, more flexible building.

Players can also throw blocks: a light piece might nudge an enemy, while a heavy beam can crush, but with risk.

Misused, the same impact can trigger explosions or collapse your own tower, turning offense into disaster.

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Defend the King

At the heart of the game is the King, the core you must protect.

He has a fixed health pool, and when it hits zero, the run is over.

Enemies are always drawn toward him, making every wave a test of defense and positioning.

Players can rely on both structural blocks for protection and offensive tools, from cannons to mines, to fight back.

Balancing fortress building with active firepower keeps every round tense and dynamic.

Types of Blocks

The game features a wide range of blocks:

Weapons: Bow, gun, shotgun, and rocket blocks, each with distinct attack styles.


Traps: Mines, spike blocks, and spring blocks punish careless enemies.


SpecialsSlippery Block, Health & Boost Blocks, Fire Block, burns enemies over time; Amazon Pack,  grants random blocks; Santa Bomb, a destructive explosio.

Every block ties into the loot system: enemies drop specific blocks based on their type, with defined loot tables.

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Defend the King

At the heart of the game is the King, the core you must protect.

He has a fixed health pool, and when it hits zero, the run is over.

Enemies are always drawn toward him, making every wave a test of defense and positioning.

Players can rely on both structural blocks for protection and offensive tools, from cannons to mines, to fight back.

Balancing fortress building with active firepower keeps every round tense and dynamic.

Types of Blocks

The game features a wide range of blocks:

  • Weapons: Bow, gun, shotgun, and rocket blocks, each with distinct attack styles.

  • Traps: Mines, spike blocks, and spring blocks punish careless enemies.

  • Specials:

    • Slippery Block

    • Health & Boost Blocks

    • Fire Block – burns enemies over time.

    • Amazon Pack – grants random blocks.

    • Santa Bomb – a destructive explosio.

Every block ties into the loot system: enemies drop specific blocks based on their type, with defined loot tables.

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The game features a variety of melee enemies:

  • Normal Enemy – base range and damage

  • The Golem – can pass over small ledges, punches harder and higher

  • The Climber – climbs over the King and pierces through layers

  • The Longboy – taller, with more health

  • The Helmet Guy – heavily resistant to damage

  • The Ram – charges long distances, dealing high damage

Melee enemies exist to keep constant pressure near the King, forcing players to stay on point and deal with close threats.

Melee Class

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Long Range Class

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The game features a smaller roster of ranged enemies:

  • Normal Bow Enemy – shoots from a distance, low damage.

  • The Shotgun – close-range spread, high damage.

  • The Mortar – long-range attacker, heavy impact.

There are fewer ranged enemies compared to melee. They are stronger, less visually distracting at the screen’s borders, and more dangerous if ignored.

Their role is essential: they diversify gameplay by forcing defense not only from below, but also from above.

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Special Class

The game also features special enemies designed to vary gameplay and force different approaches:

  • The Angel – a flying unit that shoots an array of fast bolts from above.

  • The Paracadutis – drops from the sky directly onto the structure.

  • The Jumper – leaps over barriers, dealing high damage.

  • The Kamikaze – extremely dangerous, explodes on proximity for massive damage.

Special enemies exist to break routine, forcing the player to adapt strategies and remain alert. They ensure no defense feels entirely safe and keep gameplay fresh and unpredictable.

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The game features a variety of melee enemies:

Normal Enemy – standard range and damage.
The Golem – can pass over small ledges, punches harder and higher.
The Climber – climbs over the King and pierces through layers.
The Longboy – taller, with more health.
The Helmet Guy – heavily resistant to damage.
The Ram – charges long distances, dealing high damage.

Melee enemies exist to keep constant pressure near the King, forcing players to stay on point and deal with close threats.

Melee Class

Long Range Class

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The game features a smaller roster of ranged enemies:

Normal Bow Enemy – shoots from a distance, low damage.
The Shotgun – close-range spread, high damage.
The Mortar – long-range attacker, heavy impact.

There are fewer ranged enemies compared to melee. They are stronger, less visually distracting at the screen’s borders, and more dangerous if ignored.

Their role is essential: they diversify gameplay by forcing defense not only from below, but also from above.

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Special Class

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Alternative Ways

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To keep the player entertained while holding onto the arcade spirit, the game offers many ways to deal with enemies beyond traps.

You can drop bricks in the air, that deal damage based on height and material, or simply unleash chaos and hope nothing slips through.

Be careful though, dropped bricks deal damage but also take damage themselves.

The Shop

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Enemies drop bricklets (gold) when defeated, ranging from 1 to 7 depending on their strength.

In the shop, players can purchase from a random set of 5 bricks, ranging from normal to special, with limited quantities available. The chance for each brick to appear matches its drop rate from enemies, keeping progression balanced.

The shop refreshes every 3 rounds, ensuring a fresh rotation of options.

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Additional Info

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The game features 5 missions and an Arcade mode (endless).

Every enemy has a % chance to drop more than one block. At 90% they drop at least one block type, and special blocks drop with lower probability. A complete loot table governs all enemy drops.

Endless mode includes a leaderboard tracking time survived, letting players compete for the highest score.

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A concept of a final boss fight has been made, where you have to defeat the brick god that will show on top of the screen.

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Alternative Ways

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To keep the player entertained while holding onto the arcade spirit, the game offers many ways to deal with enemies beyond traps.

You can drop bricks in the air, that deal damage based on height and material, or simply unleash chaos and hope nothing slips through.

Be careful though, dropped bricks deal damage but also take damage themselves.

The Shop

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Enemies drop bricklets (gold) when defeated, ranging from 1 to 7 depending on their strength.

In the shop, players can purchase from a random set of 5 bricks, ranging from normal to special, with limited quantities available. The chance for each brick to appear matches its drop rate from enemies, keeping progression balanced.

The shop refreshes every 3 rounds, ensuring a fresh rotation of options.

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Additional Info

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The game features 5 missions and an Arcade mode (endless).

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Every enemy has a % chance to drop more than one block. At 90% they drop at least one block type, and special blocks drop with lower probability. A complete loot table governs all enemy drops.

Endless mode includes a leaderboard tracking time survived, letting players compete for the highest score.

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A concept of a final boss fight has been made, where you have to defeat the brick god that will show on top of the screen.

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Bricked Up OST Playlist

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Bricked Up OST Playlist

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