A fully-fledged Metroidvania made in a month. Wield a powerful cog and spin your way through enemies and platforming in this mysteriously abandoned factory.
I did all of the design and programming for this project while directing team members who produced art, music, story, and SFX
Designed and implemented physics based combat system with flying and grounded enemies (that use A* pathfinding and FSMs to control unique attack patterns) and boss fights using Unity's built in 2D physics API
Implemented player abilities such as jump, quick-spin, throw cog / teleport, and bomb
Implemented a progression system that includes new abilities, collectibles, optional stat boosts, and a save system
Top 5 in the Metroidvania Month Game Jam
Accessibility and game feel - My initial inputs for platforming felt good to me, but when members of my team tested it they said it felt unintuitive, so I changed the default and added accessibility options like jump settings.
Unity editor view while working on an individual room in a region. You can see an enemy state machine at the bottom and my organized object hierarchy on the left. I make use of the Unity tile system and prefabs to create quick levels with reusable enemies and obstacles.
This rough mock up of the game world allowed me to mentally test player paths and keep track of important locations. I take much inspiration from Hollow Knight, which allows the player to take alternate routes by exploiting features that may appear unintentional. This is a fantastic way to give the player a sense of discovery and agency, so I ensured there would be multiple viable routes, some harder to find than others.
The purpose of prototyping is to test if a feature is worth putting in the finished product, in other words, does it meaningfully contribute to the intended feeling the game tries to evoke. I wanted a smooth, expressive, and unique combat system for this game, so I closely tied both platforming and combat together. I included many enemy types that can all be used as jumping points, taking inspiration from the bash mechanic in Ori.