No Air Left
No Air Left is a diving simulator with a twist: how deep dare you go on a single breath? Players descend into a mysterious pit, upgrading their lung capacity to push deeper each run. Earnings can be spent on dive packs that improve swim speed, lighting upgrades that help pierce the dark, and coin magnets that pull coins toward the player.
The secondary gameplay loop focuses on coin collecting. Every coin collected pays out cash, but each one also has a chance to be a rare collectible. Coins come in four metal types—Bronze, Silver, Gold, and Platinum—each with their own date range and series. The combination of type, date, and metal determines rarity, creating a collection meta-game where the rarest finds become the prize of any serious diver's vault.
For this project, I was responsible for the full solo development of the game, including game design, gameplay systems, code development, art production, UI, and level design. I created the environments, props, and dive pack models, with the dive packs modeled in Blender. I also designed the diving pit and overall level layout, shaping the space to support the game's descent, upgrade, and collection loops.
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