Info

Genre: Action, Adventure

Roles: Gameplay Design & Level Design

Time: 7 Weeks

Team Size: 9 (2 Designers)

Platform: PC

Engine: Unity

Version Control: Perforce

Theme: Suspicion

Year:2020

Citadel Concept

A magical action adventure game. This was our third game project. Made from home during the pandemic breakout.

Citadel is a top-down single-player adventure with focus  on spellcasting and synergies.

My contributions

  • Gameplay design
  • Level design

  • Spell design

  • Game Balance

  • Enemy/traps Encounters

Content

 

Game overview

Goal

Make your way throughout the citadel alive. Facing deadly wizards whilst being attacked by the citadel itself.

 

Design pillars

Suspicion

Rewarding

gameplay

Balance

Suspicion

To evoke suspicion,  Objects in the world come alive to attack the player. Thus keeping the player on edge.

 

Spells

The spells are designed to all be viable, yet vastly different.

To be fun no matter what playstyle you prefer.

Show FIREBALL details

Show POISON

details

Show ICE

details

Show LIGHTNING 

details

  • Spells have separate mana-pools to encourage use of all spells.

  • High-cost spells and slow re-generation to limit spam.

  • Reduced movement-speed whilst casting.

  • Projectiles needs to be fully charged to achieve maximum amount of damage and speed.

 

Synergies

Fire

Poison

Extra damage

Ice

Lightning

Stun

Visual Feedback

We wanted visual feedback to show the players the advantages of synergies. For example, a larger explosion when combining Fireball and Poison or a more powerful stun when combining Ice and Lightning

Neutral

 Poisoned

Burning

Frozen

Damage

Dash

No damage

 

Level design

My thoughts whilst designing this level:

  • Solid onboarding with tutorial

  • An easy introduction to props coming alive and attacking

  • Players to be suspicious of all objects 

  • Dark theme. Using light to guide players

  • Linear/semi linear

  • Visually and tactically well placed attacking props.

  1.  Tutorial level. 

  2.  First enemies, first attacking traps

  3.  Introduced to enemies using new spells. An increased amount of traps, Visual decay starts

  4.  Suprise drop into basement levels. Large areas with lots of enemies.

  5.  Difficulty declining, Short breather

  6.  Narrative ending

Slides with finalised levels

 

Process

First build after MVP:

This is the third build. Here we have reduced the movement speed, rate of fire and amount of enemies .We also tested the first a trap-prototype. 

Shown below are some of the spell balance iterations tested during development.

(Click to enlarge)

Final:

Balanceprotoypes.png