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Dungeon Escape

This is turn-based strategic puzzle game I made from scratch with Unity Engine. In this game, player will learn the special movement designed for the game, avoid obstacles, defeat enemies and finally help the two knights escape from the dungeon

The game was designed with modular mechanics such as one-way movement, obstacles, pressure plates as well as enemies which allows level designers easily design, build and test their ideas upon them

Story

Two knights were on their way back to the castle, when they were trying to go through the dark forest, they were surrounded by the mystery fog and lost their way. After hours of searching, they found a hug cave filled with the smell of deadly creatures. They know this cave could be the cause of the fog and decided to take the risk and check it out. 

General Setting

Game Genre: Top-down view, Turn-based Puzzle Game

Gameplay - Maze Puzzle / Avoid obstacles / Kill Enemies.

Feature / Relevant factors

  • Reverse thinking: players need to plan their movement ahead to solve the puzzle. There is a need to foresee the trouble they may get into and plan for solutions ahead.

  • Family friendly: Game play will be designed with a moderate difficulty, ulimited time to retry without penalty and introduction levels offered in game.

Map Type

  • The map will be set as NETWORK style.

Mechanics

One Way Movement

Player can only move to its left/right/front/back, once player choose a direction to move, the selected unit will move along the direction selected unitl there is an obstacle

Obstacles

The obstacles are used to stop player further moving along any direction, can be used as the key element to solve the puzzle

Pressure Trigger / Pressure Stones

Pressure stones are obstacles as well, however when player step on the pressure trigger, some pressure stones will disappear and some will show up to change the layout of the map

Enemies & Boss

Player need to kill enemies in order to finish each level. However, enemies in game can be used a obstacles to reach certain location of the map.

For the boss, player need to hit it three times to kill it. And the boss will only receive damage from it back. Every time the boss receives damage, it will change its facing direction

Victory Point: The Magic Crystal

The magic crystal will only be activated when all the enemies are killed in the level. Then, player can touch the crystal to escape the room

Map Design

There are five levels in total and all the levels will be designed  based on a 10x10 grid map.

LEVEL 01
Diagram / Map

The first level introduced two core mechanic that used in game: the one way movement and the obstacle. Player need to utilize the obstacles provided in game to reach the victory point

LEVEL 02
Diagram / Map

The second level introduced the pressure trigger and pressure stone to the player. Cooperation between two players are needed in order to switch between pressure stone set 01 and set 02 in order to escape the level.

LEVEL 03
Diagram / Map

The thrid level introduced the enemies to the player. The escape gate will not show up until all enemies in the level are killed. Player need to make a choice between either kill the enemies right now or save it as obstacles for later kill. The order of defeating the ememies matters

LEVEL 04
Diagram / Map

All mechanics in game were introduced in the previous three levels and this is the first level player utilize all the knowledges they learned from the intro levels and challenge themselves

LEVEL 05
Diagram / Map

This is the final level of the game and contains a boss fight. Player need to hit the boss three times to kill it for good and the boss can only be damaged from its back. Everytime the boss receives demage from player it will change its forward direction.

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Good Level Design:

  • Less combat and more EXPLORATION

  • More player AGENCY in play

  • More VARIETY in playstyles

  • Spread out important KEY GAMEPLAY features

  • Avoid REPETITIVE gameplay

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