Game Design Projects in CaliforniaGame Design Projects in CaliforniaA 3D terrarium game where your flower grows or deflates, based on how well you care for it.
Click to water it. Give it sunlight. Watch a balloon-glass flower bloom in real time; petals inflating, colour deepening, light catching the gloss as it grows.
Terrarium is a 3D interactive game built entirely in Omma for the Omma Design Challenge. The concept is simple: care for your plant daily, watch it respond honestly. Feed it and it flourishes. Neglect it and it deflates, literally. Every plant is rendered in balloon-glass, the same inflated, high-gloss aesthetic you see in the references above.
The whole thing runs in your browser. No install. Just some soil, and something small waiting to grow.
Built with: Omma (100%); glass materials, 3D interaction states, camera animation, balloon-glass rendering.
Socials: Instagram (https://www.instagram.com/p/DW2mnMLEbza/) | LinkedIn
(https://www.linkedin.com/posts/mollymittal_molly-m-luminary-lab-on-instagram-i-activity-7447466756014501888-CJw0?utm_source=share&utm_medium=member_desktop&rcm=ACoAAC_0DC4BixouaIAU-uqpPv40e7S4CKji7g8)Try it → https://omma.build/p/terrarium-opening-scene-design-zuovgm
(https://omma.build/p/terrarium-opening-scene-design-zuovgm) I grew up on arcade games, and I wanted to bring that same fast-paced, “one more try” feeling to a spooky little haunted house. I caught this challenge late but decided to go for it, putting in about eight hours of hands-on work over the weekend and refining the game through more than 30 iterations, beyond the initial setup and concept development.
Trick or Treat Eat Eat follows a hungry pumpkin into a haunted house in search of treats. Collect candy, build your aura, and turn the tables on the ghosts trying to chase you out. Explore nine rooms, discover powerups, and confront the head of the household for one final trick. How many treats can you escape with and what rank will you earn?
Built with the Rive CLI and RML for editable artwork, Luau for gameplay, and GPU Canvas for haunted lighting, weather, suction, and powerup effects.
Most of my iteration went into how it feels to play: responsive controls, satisfying attacks and powerups, readable encounters, and a difficulty curve that keeps you coming back.