Jibril Abdulazeez.

Personal project · GMTK 2025

Lasso Lass

A puzzle-platformer built around a gesture-driven lasso mechanic, developed under a four-day game-jam constraint.

Game Jam
Play on Itch.io View Source Code
Lasso Lass Gameplay

Core combat-platforming with the lasso mechanic (Main View)

My role

Lead Programmer

Team

Six-person team

Timeline

GMTK 2025 · 4 days

Technology

Unity · C# · FMOD

Status

Playable release

My contribution

Owning the mechanic that defines the game.

As Lead Programmer, I oversaw the gameplay implementation and Git code reviews. I designed and implemented the core lasso system, then connected it to the level interactions the team needed to make the mechanic playable within the four-day deadline.

Technical highlights

Gesture input as a reliable gameplay system.

  • Collected input using time-based sampling, distance-based fallbacks, and adaptive point requirements so the gesture remained responsive across different drawing speeds.
  • Used line-segment intersection checks and closed-shape detection to recognise both complex and simple lasso gestures.
  • Applied point-in-polygon detection to identify which detectable objects were inside the completed lasso.
  • Built the interaction layer around a reusable DetectableObject base class and virtual OnDetected() behavior.

Development challenges

Challenge → approach → result

  • Gesture reliability: Raw mouse or touch paths varied with speed. Adaptive sampling and fallbacks made the lasso more consistent without requiring one exact drawing style.
  • Short deadline: A reusable interaction base let the team add teleportation, possession, and platform activation without rewriting the lasso itself.
  • Scope: I prioritised the lasso loop and its puzzle interactions first, giving the team a complete playable mechanic within four days.

Development decisions

Flexible systems over one-off interactions.

The lasso was treated as an input and detection system rather than a collection of bespoke level scripts. This kept the mechanic extensible while allowing different objects to respond through their own implementations.

Outcome

A playable jam release.

The team shipped a playable puzzle-platformer on the GMTK 2025 deadline, with the lasso supporting traversal, puzzle solving, teleportation, possession, and platform activation.