Iskandar The Spear of Truth
Iskandar The Spear of Truth is a top-down action adventure game heavily inspired by the Legend of Zelda series, where the player is tasked with setting out on a quest to rescue their kidnaped mother and uncover the truth behind her disappearance
-Project Name-Iskandar The Spear of Truth
-Role - Game Designer
With Iskandar I was the lead designer and the only designer, this led to me taking on the large responsibility of designing the majority of the game's core design mechanics. This included both the player's mechanics and how the player will function as well as designing all the enemies within the game. I also had to ensure that these elements were balanced with one another to create a fun, balanced, and good player experience.
An example of one of the enemies I designed was the Butcher MiniBoss, I designed the encounter so that it would be varied enough in the way that it functions to feel special above the regular level of enemies. I achieved this by giving the MiniBoss two distinct special attacks that have clear visual indicators for the player to learn to help them when fighting. The first of these special attacks is a charge attack that the MiniBoss will perform if far enough away and the attack is off cooldown, firstly the boss will stop moving a perform an animation indicting its intent to charge forwards in a straight line towards the player location, if the MiniBoss collides with the player they take damage and are knocked back, if the knockback pushes the player into some terrain they take further damage. However if the player avoids the attack and the MiniBoss in turn collides with terrain they become stunned themselves and take some damage.
The second special attack is a heavy swing with the butchers knife that it wields. The MiniBoss will pull its arm back for a brief moment preparing to strike and showing a visual indicator in front of itself showing what areas will be affected by the attack. Then it swings and if the player is caught in this attack they are afflicted with a bleeding debuff which a small damage over time effect. At the same time some bandages will fly off the MiniBoss into the immediate area that if the player moves over will remove the damage over time effect.
I went with this design so that the environment around the player was as much importance to encounter as the enemy itself allowing the level design to really shine and create a more immersive and cohesive game play experience through the enemy design and combat.
Click here to view the enemy documentation I wrote for the project