Note: Because of the non-disclosure agreement, some of the information on this page has been replaced with fictitious ones or has been blurred out.
Game Brief
Where it all began
“To build a level of our top-down, action role-playing game, which
🎢 Creates an emotional roller-coaster
🎰 Has three levels of difficulty
🎲 Is well balanced in terms of damage, rewards and gold [economics]”
~ Your truly, studio founders!
Emotional roller-coaster
Creating a map which rides the players through emotions
I designed the map to trigger different emotion when a player goes through different parts of the map.
Bringing map into reality
How the map was executed using tileset and sprites
Three levels of difficulty
How the same section of the level becomes behaves on each mode
For this section of the map, the player dodges the archers. On easymode there is opportunity to hide, dodge and reward is plenty. While of difficultmode, the player is challenged to use dodging in limited space.
Play-test with difficulty
Testing how player’s play-style varies when difficulty is changed
Difficulty: Easy
For ‘easy’ difficulty the players tend to hide than dodge the arrows Hence the arrows were slowed down to reduce the challenge.
Difficulty: Hard
On ‘hard’ mode, the players preferred a faster game play Hence the arrows were made faster and obstacles reduced to challenge the players.