Genre: Action, Adventure
Roles: Gameplay Design & Level Design
Time: 7 Weeks
Team Size: 9 (2 Designers)
Version Control: Perforce
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.
- Gameplay design
Make your way throughout the citadel alive. Facing deadly wizards whilst being attacked by the citadel itself.
To evoke suspicion, Objects in the world come alive to attack the player. Thus keeping the player on edge.
The spells are designed to all be viable, yet vastly different.
To be fun no matter what playstyle you prefer.
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.
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
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
Visually and tactically well placed attacking props.
First enemies, first attacking traps
Introduced to enemies using new spells. An increased amount of traps, Visual decay starts
Suprise drop into basement levels. Large areas with lots of enemies.
Difficulty declining, Short breather
Slides with finalised levels
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)