Rememberance

Project Type: University group project

Teamsize: 9

Engine: Unity 2022.3.10f1

Tasks: Counseling / level design / 3C-design

Project Details

Rememberance is a 2D metroidvania where you play as a king who travels through his own cursed kingdom. By discovering yours and other peoples memories you gain abilities and uncover the past. Fight your way through the castle to uncover your own history. 

This game was developed as a semester project by a group of students i often work with during game jams and uni-projects called Emberwood. I consoled and worked closely with the main designer of the project to create the initial design for the overall game world. I reviewed and overhauled the character controller, especially the jump and dash. I helped designing the levels and reviewed and iterated the fighting animations with the artists.

Work Examples

Level Design

The initial blueprint for the game world.

The player begins their journey positioned at the far right edge of the map, confronted by an impassable cliff. The player is then nudged to go on a roundtrip through the entire castle on the left, ascending a tower where a boss fight awaits at its peak.

After slaying the foe, the player unlocks a traversal ability, thereby gaining access to some secrets. Most notably, the cliff that barred progress at the beginning of the game now becomes passable. Thus, the player can complete the game by taking an elevator from the tower directly back to the starting point.

3C-Design

The team desired a character controller with a heavy, rough, and gritty feel, aligning with the narrative of a king long past his prime, clawing his way through his destroyed kingdom.

However, when the team sought my assistance, the character actually felt very floaty and light. Since the level design didn’t accommodate a more grounded character due to its verticality, I overhauled the character's weight, jump, and dash forces to find a compromise.

Now, the character feels much heavier and less floaty, remaining responsive while still complementing the style of level design

Frame Data Adjustments

When first playtesting the boss fight, the boss's attacks had anticipation and recovery phases that were way too short. Consequently, it was difficult to anticipate when the boss would attack, and the attacks didn’t feel powerful.

I went through the animation with the artists, adjusting the frames, making the anticipation and recovery longer and the hits shorter. Now, one can properly anticipate the attack, and it feels heavy and powerful!

The same process was applied to all of the boss's attacks. Unfortunately, there wasn't enough time to rework the basic enemies' attacks before the team had to submit the game.