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Ver. 1 - Created a side-scrolling 2D platformer with the horror theme in 1 week for Scream Secrets Jam in a team of 5 people.
Ver. 2 - Reworked narrative and added transition to the boss fight in 2 days.
Date
August 2024 (ver. 1), March 2025 (ver. 2), Currently in Development
Role
Director, Producer, Programmer, System and Level Designer, Sound Designer, Writer
Contribution
Team management and project directing and production, Core gameplay loops and mechanics designing, Game narrative and dialogue writing, Game programming including enemy AI and combo attack systems, Sound programming and designing, Level building
Skills
Unreal Engine 5, Blueprint visual scripting, Waveform Free
Play Link
Version 1
Concept Pitch Presentation
System Design Process
Combo Attacks
I wanted to make the combo attacks a little difficult to master, yet still encourage the players to use and practice it.
- I achieved the difficulty by creating a specific combo attack timing.
- I rewarded the players for their mastery by adding a high damage multiplier, enemy stagger, and satisfying sound effects to the last combo attack sequence.
Enemy AI
I wanted the enemy to follow and attack the player within their petrol range. I wanted the AI to clearly show if they were aggroed by the player, so they can react according to the AI's behavior.
- I implemented an aggro animation when the enemy detects the player, reset when the player leaves the petrol range.
Balance Health
I recognized that the combo system was a bit difficult to understand, so I added random potion drop on enemy kill.
Explore the Level
There are two items that the player can collect by exploring the level: Potions and Keys. The player needs to collect all the keys to open the chest in order to advance to the next level, while potions are optional to collect. I added the keys in areas easier to reach and spot compared to the potions which require a bit more exploration to collect.
Reflection
What went well:
- We were able to create a working game within the time frame, despite many of the team members being in school with busy schedule.
- We were able to achieve the atmosphere and style of the game we were aiming for in the planning stage.
Obstacles:
- We didn't have enough time to implement the 3D part of the game and some horror game mechanics during the jam period.
- Communicating with teammates with language barrier had some unexpected difficulties.
- There was a bug that kept players from attacking if they spammed it while moving.
Design Feedback:
- It is hard to utilize the combo system, especially without enemy stagger for normal attacks.
Future Improvements:
- Create more horror elements!
- Make the combo system and enemy stagger easier and clearer for the players to use.