AQUA’S DUNGEON

GAMEPLAY

DESIGN CONCEPTS

In this section, I will discuss my design concept through perspective of a player which includes, game mechanics, enemy behavior, and progression.

The Player Experience

WHAT INSPIRED THE GAME DESIGN

  • EXPLORATION: For this game, we wanted to provide a traditional RPG experience where players could explore a large environment filled with meaningful choices. Whether they choose to face monsters, search for treasure chests, or level up their character, we wanted to give players the freedom to explore the world while encouraging them to have a sense of purpose behind their decisions.

  • GAIN LEVELS, UNLOCK SKILLS: As the player continues deeper into the dungeon, they will encounter higher level enemies and eventually face a powerful boss. The risk of exploring deeper is that players may lose the game if they are not properly prepared. To encourage preparation, we provided opportunities for players to unlock new skills for each character, helping them build a stronger team and successfully clear the dungeon.

  • JOB SPECIALITIES: Traditional RPGs often provide players with different jobs or classes to explore. To capture that experience within our project’s scope, we decided to focus on four iconic classes: Mage, Warrior, Cleric, and Tank. Each character was also given unique voice lines and personality traits to help distinguish them and make each character feel more memorable.

PLAYER SKILLS & ACTIONS

  • MOVEMENT

    • Arrow Keys / WASD: Movement and turning

    • Spacebar / Enter: Confirm menu selection, advance dialogue

    • ESCAPE: Toggle main system menu, return to previous menu

  • ABILITIES/SKILLS: Each character has their own special “ability” which is unique to the combat experience.

    • Mage Ability: Magic [uses MP to cast powerful spells]

    • Warrior Ability: Insight [informs the player about the HP of the monster]

    • Cleric Ability: Mircale [use MP to cast powerful recovery spells]

    • Tank Ability: Taunt [causes enemy to focus attacks on this specific character]

PLAYER SUPPORT ITEMS

  • SHELL OF SIGNALS:

    • Beyond providing a map for the player, we also wanted to create a sense of guidance and awareness within the dungeon. Since the dungeon contains difficult enemies, we added a key UI indicator that alerts the player when they are approaching an enemy. This allows players to prepare before entering combat by using a potion or healing skill if any of their characters are low on health.

WHAT INSPIRED THE GAME

  • LABYRINTH GAMES: Classical dungeon-crawling games such as Labyrinth of Refrain and Etrian Odyssey played a major role in shaping the style and overall feel of our game. Exploration is a key aspect of this genre, and we wanted to build on that foundation by making exploration an important part of our own gameplay experience.

  • KEY DIFFERENCES: Traditionally, RPG games introduce and unlock new characters at different points throughout the story. Since this game was created as a demo and game jam project, we wanted to streamline that process by creating a story where the characters had already met and formed a team. We also modified how abilities and skills were accessed to ensure that each character had a clear purpose within the team.

The Game References

Lessons Learned

Previous
Previous

Youre Cooked