Developer(s): ISU Game Development
Platform(s): PC
Genre(s): Top-Down, Roguelike, Dungeon-Crawler.
Release Date: November 1st, 2020
Project Length: 2-3 months
Engine and Tools: Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides
Platform(s): PC
Genre(s): Top-Down, Roguelike, Dungeon-Crawler.
Release Date: November 1st, 2020
Project Length: 2-3 months
Engine and Tools: Unity, GitHub, Discord, Google Docs, Google Drive, Google Slides
Roles and responsibilities:
Level Design
Level Design
- Drafted procedurally generated rooms
- Playtested and iterated rooms
- Coded aspects of the rooms' functionality (door slide, item pickup)
- Drafted bosses and encounter mechanics
- Balanced enemies and items
- Designed area themes
- Analyzed the level design of games inspiring this project such as The Binding of Isaac and Nuclear Throne
Behind the Scenes
The player would start off with a knife for a melee weapon and the rooms were randomly generated. With that in mind, we were designing the levels around the possibility that a player would have no ranged weapons available. The levels I generally designed for this game would require the players to approach enemies differently depending on whether they had a ranged weapon or not. For example, if you had only a knife, you would have to be spotted by a ranged enemy and lure him around the corner to melee it to death or you could fire at the barrel next to them without engaging in close quarter combat. Each level has been made to give empowerment to the player regardless of what weapon they have with their own creative solutions.