Tethered is a game I made over the course of 4 days for the Manchester Metropolitan University Summer Game Jam 2019. Given the theme “Repetition” I felt I wanted to indirectly cover the theme by making a multiplayer game, where players would need to repeat each others actions to work together. As such, I created a puzzle game where 2 to 9 players could team up and try and beat the clock, with a simple goal and a lot of frustration.

I later worked further on A remake of Tethered, although this was soon put to one side as Paper Pirates was nearing release.

The original demo of Tethered can be found on my itch.io page.

Tethered takes place on a space station in need of repair, where players must venture onto the outside of the station, collecting items that allow them to reboot systems one terminal at a time. Players can simply move up, down, left and right on a grid, but would only be able to move when close enough to the rest of the players. Everyone is connected by a tether, under the pretence of safety. In the remake, the tether would also allow players to exit the main grid of the space ship, floating freely on a spring-like connection to the next player on the tether, connecting back onto the grid simply by bumping back into it.

In the remake of Tethered, special tiles were created that would add more variety to the levels, such as alien tiles where an alien would pop up and shoot you with a laser that would push you along the grid, railed off tiles that you couldn’t jump off of, or ice covered tiles that you couldn’t stop on.

Tethered was a lot of fun to work on and a lot of fun to play with friends. I think I would need to develop the concept further to make the puzzles more exciting, but the experience of having to work together simply just to move was really fun, despite the frustration.

Adding the special tiles in the remake of Tethered meant I needed to create my own system that would allow me to create neighbour based tiles, such as connected railed tiles, or simply making it so that rails knew where the edge of the grid was.

It was also an experiment in 2D Unity physics, as well as some look into the at the time new SpriteShape and 2D light packages.