Completed within a mere 10 days, this captivating side-scrolling project was one of many designed for the rapid swapping of game and level mechanics. Taking it a step further, we incorporated base assets to fashion a full-fledged experience from beginning to boss. As for my contribution to the project, I designed and implemented the entire level and some level mechanics.
The Exterior
This section serves as an introduction to the level and the fundamental character mechanics. The player is introduced to the basic actions of jumping and collecting specific items, such as coins. Additionally, a concise tutorial demonstrates the implementation of the roll mechanic to pass under a log and the jump mechanic to overcome an obstacle, both of which are essential skills for the player to utilize throughout the remainder of the level. This section serves to familiarize the player with the character's capabilities, which are integral to progressing through the game.
The Interior
As any classic adventure would demand, we venture into the depths of a crumbling temple where we unveil our foes, crafted by our fellow team members. These adversaries take the form of both bats and spiders, each presenting a unique challenge. The bats swoop down from two different elevations, necessitating quick reflexes to either jump or roll out of harm's way. Meanwhile, the spiders require a precise leap in order to be vanquished underfoot.
The Interior (The Whip)
We introduce a new layer of complexity to the character's abilities with the whip mechanic. Taught through a text tutorial, the character swings from grapple points and must flee from a boulder in a level design that includes evading obstacles and a gravity-defying leap over a pit of spikes, heightened by a dramatic slow-motion effect.
The Final Area
We thoroughly enjoyed crafting this area, beginning with a grand swing over water and the introduction of falling platforms. The stakes are raised as obstacles become more perilous. The wooden wheel triggers a sequence of dodging swooping bats that not only tests the character's agility but also seals a distant gate. This shuts off the waterfall, revealing a path to the lower level.
The Boss
To bring our level to a thrilling conclusion, we transformed one of the spider enemies into a formidable boss. My contributions to the boss design include the battle arena and two foreshadowing events that build suspense leading up to the epic showdown. With the defeat of the boss, the level is cleared, and the player is free to exit. 
View the Full Project Video

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