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PROJECT OVERVIEW

The team:

  • 3 Level Designers

  • 5 Game Artists

  • 5 Game Programmers

Production time:

  • 8 weeks half time

Engine:

  • Unity for level editor

  • TGE

My Contribution:

  • Level Designing all levels together with LD colleagues, switching ownership.

  • Designing level chunks

Synopsis:

Discover a world found in the past!​
When a sweet, old and retired archeologist retells her most epic adventures in this bouncy and mysterious platform game!​

Reflections

Enemy encounter design - Similar to how we introduced enemies in Secret of Atlantis (previous game I worked on) we utilized the Ki-Sho-Ten-Ketsu technique. Finding a balance between new encounters and mixing it in with different mechanics. 


Flawed design - Our inspiration for gameplay was Shovel Knight and what we wanted from that game was the bouncing you could do by hitting enemies and other things from above, resulting in the player flying high up in the air. While we got the mechanic to work well, our levels themselves had a massive design flaw with how their layout functions. If a level chunk was above the current one that would mean that the floor of that chunk became a ceiling in the current one. Thus resulting in the current chunk feeling cramped since the player can hit their head on it. 


Sadly, we could not find a solution for this issue in time, since it required both us level designers and programmers to put aside a bunch of time to fix this issue, we had to prioritize a functioning game over the otherwise clunky design which could occur.
 

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