My first 'Advanced Game Design & Technology' group project.
Hack & slash, metroidvania
Singleplayer
Gameplay programmer
Game designer
Project manager
PC
6 people
Unity, C#, Trello, Git, Audacity
Project ranged from September 2023 -> November 2023 (~2 months)
"Escape from planet Goop" is a hack & slash metroidvania. You're crash landed on an alien planet with a broken spaceship and no way to call for help. The only way to escape is by fighting your way through the planet in order to repair your ship.
The game is split up into 4 areas, each having their own distinct environment like the electric crystal mine, or volcanic lava lake.
The enemies in each area reflect their environment as if they really live there.
Each enemy has its own strenghts, weaknesses and unique interactions making you think strategically about combat.
Moss ball
Easy to beat
Forms into a stronger enemy when enough are killed near each other
Crystal crocodile
Fire breath which can set moss balls on fire
Uses his tongue to pull you close for a strong attack
The game features different abilities and attacks to defeat your enemies in more fast, fun ways, and to open up intense combo's:
Dash through hordes of enemies to damage multiple enemies at once!
Juggle enemies in the air so they can't attack you!
Charge up your ultimate attack for extra damage!
...and more!
A lot of the project was learning more about how Unity worked.
I worked on various mechanics relating to gameplay and storytelling
My main contributions were:
Partial moss ball enemy implementation
Corpse "coagulation" mechanic
Cutscene system with subtitles
Bug fixing
Together with the rest of the group I worked on the overall design of the game.
I mainly focussed on enemy design. What makes them unique? How do they integrate into the rest of the game? How do we make their combat encounters interesting?
On top of this I worked on designing the story. The main challenge to this was trying to keep it light while still feeling important and giving context to the player's situation.
For a part of the project I was the SCRUM master. I performed daily standups, bi-weekly sprint retrospectives, and plannings with the team. Using Trello, this helped me keep an up-to-date task board which we used to keep track of the project.