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Pixel art hack-and-slash action roguelite for 1-4 players.
Action rogue-lites are one of my favourite game genres, so I was really excited to be able to come up with our own intense gameplay, mechanics, and special moments for players to experience.
I worked on nearly every aspect of the game. My main design work consisted of:
Ember Knights became the biggest project we made at the studio and the biggest project I had worked on at the time.
My favourite part of working on Ember Knights was designing the Boss encounters. They allowed for more engaging and elaborate encounters, to test the player on various mechanics they’d seen in the level preceding the boss, to hit them with something new, and to give each Boss their own personality and identity.
I wanted each boss fight to have a balance of actions that fit their theme, that tested the player’s skills, and had a level of spectacle to them. I was okay with an action that was relatively easy to dodge if it looked cool, the same as if it were an action that required the player to really pay attention to cues.
I also wanted to make sure that the difficulty didn’t come from simply throwing more ‘stuff’ at the player and overwhelming them. Positioning, spacial awareness, reflexes, timing, all of it was important. Once I got a boss design in a spot I was happy with I would playtest for balance: making sure there was appropriate anticipation on every attack, that the zones where players took damage were fair, that visual cues and audio gave players the required information. If I could beat a boss without getting hit once, I felt it was in a good spot.
The project started out as an action RPG focused on story and with gameplay closer to Diablo. We determined the scope was too big and scaled it way back, taking the combat from our working prototype and starting to mold it into what eventually became Ember Knights
The most challenging time for Ember Knights was after we had launched our first public demo. Our initial ideas for level design, meta progression, and in-run progression weren’t received as well as we’d hoped and ultimately weren’t very engaging.
To address the level design issue we scrapped what we had and adopted a linear approach where the player completes a room, chooses 1 of 2 rewards for the next room, then moves forward. We made sure that every reward type was useful to the player, and always pitted similarly tiered rewards against each other. This new flow addressed the tedium or exploring and backtracking on a map, allowed us to design individual rooms of any size or layout, and kept the pacing of the gameplay high
To address meta progression issues we split the single ‘upgrade tree’ into several new individual systems:
To address the in-run Relic issue I wanted to focus on noticeable effects and gameplay changes, a ‘trigger and effect’ system where when the player did ‘trigger X’, ‘effect Y’ would always happen. The system would also allow for the ‘effect’ to also act as a ‘trigger’, creating chain effects depending on the items the player had. This updated system would give the player immediate satisfaction for triggering an effect, it would allow them to customize their builds to make extended or ‘broken’ combos, and it added more replayability to try and find the most broken combos
On Ember Knights I was given more responsibilities and also was allowed to stretch my creative muscles in various disciplines outside of design:
A quirky RPG with open world exploration and turn-based combat with quick time events.
My time on Starkadia was mostly spent exploring ideas for turn-based combat mechanics, ideas for the ‘overworld’ experience would be, some initial progression mechanics, and narrative work regarding the plot, the characters, the various worlds, and various other pieces of lore.
The initial pitch for the game was as a rogue-lite with RPG elements, that then transitioned to be more like a regular RPG (not a rogue-lite). My role was to flesh out the elements from the pitch for a more ‘full’ RPG experience.
Retro-style Sidecroller Beat-em-up.
My role on KFZ was taking an early combat prototype and fleshing out the concept into a full mobile game experience. Some of the items I designed were:
Kung Fu Z was a new challenge for me because the prototype consisted mostly of a simple combat system and an art style, so it became the first project I was given the task of fleshing out the rest of the game.
From that base we would refine the combat more, I would come up with the flow of the game, new mechanics like abilities, gear generation, powerups, and sidekicks, the various progression systems, the monetization strategy, and nearly every other aspect of the game design.
I did a lot of research on other popular mobile games at the time for reference on how they were keeping players’ attention, what monetization strategies were the most successful, what level of direct interaction players were interested in, and to apply all that information to the game.
KFZ’s development had a lot of fun moments where it was just myself and the sole programmer on the team riffing ideas and secrets and putting them into the game.
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