Mie Hideyoshi's Work | ContraWork by Mie Hideyoshi
Mie Hideyoshi

Mie Hideyoshi

Freelance Roblox developer turning ideas into playable games

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Mie is ready for their next project!

Here is the pet system for the game I was commissioned to make: "+1 Speed Needoh Escape (https://www.roblox.com/games/94686630901614/1-Speed-Needoh-Escape):!
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Liminal Escape is a first-person Backrooms horror game built around tense exploration, environmental clues, puzzles, and avoiding monsters—not combat. You begin in Level 0: the Backrooms, a maze of yellow-green rooms with oppressive wallpaper, buzzing lights, VHS/CRT screen effects, eerie ambience, and limited visibility. Players move in first person; they can sprint, crouch to reduce monster visibility, use a flashlight, interact with objects, and carry up to three inventory items. Notes and environmental markings guide progression without heavy HUD instructions. The first route is: explore Level 0, find the Rusted Key, unlock the rusted access door, read the clue notes, and solve the four-switch light circuit in the order 1 → 2 → 3 → 4. Correct completion turns the system green and opens the exit. Wrong attempts reset after the full sequence. A cinematic transition brings the player to Level 1: the Poolrooms. The atmosphere shifts sharply to dark water, cyan glass, blue neon reflections, tighter sightlines, and a more exposed feeling. Here the player solves a valve puzzle in the order 3 → 1 → 2, draining the reservoir and opening the Maintenance Hatch, which is the current playable ending. The monster system adds uncertainty throughout both levels: enemies patrol authored points, detect players through line of sight, notice sprinting more easily, have a harder time spotting crouched players, chase when they see the player, search the last known location after losing them, and trigger a VHS-heavy jumpscare/death sequence if they get close. Death returns the player safely to the appropriate level spawn instead of trapping them at the death location. Other systems include five save slots, autosaves, saving/loading of position and run statistics, adjustable settings, desktop/mobile controls, stamina, camera bob, flashlight lag, ambient sound crossfades, and visual static that intensifies near threats.
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Risky Roads is a Crossy Road-inspired Roblox game built around risk, wagering, and progression. I developed the game’s core framework and gameplay systems, including RNG-based lane progression, wagering and cash-outs, multiple themed maps, map rewards, character skins and spinning/gacha, boosts and consumables, inventories, data saving, UI systems, death cutscenes, win sequences, and other gameplay polish. The project combines a simple arcade-style concept with progression and risk-versus-reward mechanics to keep each run engaging.
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I worked on +1 Speed Needoh Escape, a Roblox progression/escape game where I was responsible for scripting the core gameplay systems and integrating them with the client's existing assets. The project included a complete pet and egg system with inventories, equipping, animated pet following, hatch chances and animations, as well as capacity upgrades through developer products. I also developed the game's main Needoh progression system, where players earn Needoh while moving or training, visually build up stacks of Needoh, and spend it dynamically while creating bridges to progress through stages. I also worked on treadmills with different multipliers and requirements, gamepass integrations, wins, rebirths, currency exchanges, enemy NPC behavior, progression mechanics, UI interactions, and other general gameplay systems needed to turn the provided assets into a functional game. A major focus of the project was making all of these systems work together smoothly while keeping the gameplay responsive, visually satisfying, and close to the level of polish of the client's reference experience.
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