Project Dates: 20th August 2023 - 27th
Project Status: Completed
Type Of Project: Game Jam/ Personal Project
Purpose Of Project: To hone my game development skills over summer
Responsibilities: Lead designer, Lead blueprinter. The only thing I didn't do was create the assets I used asset packs for that.
This game was designed with heavy simplicity in mind with only a few major technical elements so that I could focus on developing the game's design far more.
The pillars for this game were both: Exploration and Combat both were explored quite fully
Example of a key to open a door, the key counter also increases when it is collected
Example of a locked door, all doors that are closed are locked, some are open by default
I decided that exploration would be a key part of this game given the theme of diving deep.
The explorative aspect of the game was done through the overall level design and the key mechanic where you collect a single key to open a single door.
The Key Mechanic:
A single key opens a single door, for simplicity. I established that as a rule, so if I wanted more than 1 key I had to have more than 1 door.
Whenever a player collects a key, the key counter would increase.
The same door being opened
I also wanted some kind of combat system to add to the feel of a dungeon so adding enemies felt natural and needed to really immerse the player.
In combat, the player has 2 options: fight with the sword or use the shield to block the attacks.
I had the enemies first introduced in an arena battle style then I added them into the dungeon design but with more health.
To accommodate for the additional health, I added health barrels for the player to heal back up.
The arena where the enemies are first introduced
Example of a health barrel, it heals half the players health.
The combat encounters pay off with a simple boss
This was a wizard who fires projectiles at the player and moves around
The design was simple because I was running out of time and I wanted a boss at the end of the game.
This is the boss defeated, once you approach the rogue the game will end.
After the game jam I decided to implement feedback that I got and fine tuned certain aspects:
Making the block mechanic feel more generous with it's timing
Adding a lock on system to make the combat feel nicer
Making the boss battle slower since feedback was that it was too fast