As stated above, this game was developed within 48 hours onboard a train. There was no internet, no power (outside of our devices batteries) and even no desks to work at. It was a true test of endurance and knowledge. I worked in a 2-person team, in which I tackled coding and my partner did the art. The idea of Perimeter was to combine puzzles mechanics into a fast-paced boss battle system. Overall, the project was completed just as the train was rolling into Melbourne station.