

Fight to survive
I designed seven different weapons, each with its own strengths and weaknesses, as well as three abilities. This wide variety of weapons allows players to create a loadout that best fits their playstyle and offers more replayability. Additionally, the player earns gold from slaying monsters, which can be spent between areas to grow stronger as the difficulty escalates.
We had a tight timeline for the game, so we only designed two types of enemies: one melee and one ranged. However, we adjusted their stats to provide different challenges when facing them which helped create more enemies from only two arch-types. Additionally, we developed two mini-bosses that were similar to these enemies, but with increased stats and a new feature to make them more distinctive.

Since this was the first game I worked on, I learned a lot, especially about game design. I gained firsthand experience in understanding how project scope and timeline can influence design choices. I also learned how to efficiently incorporate more variety into a game's mechanics. It also was valuable to see what other roles are like and how I can collaborate with them better.








