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In this post-apocalyptic 2D Metroidvania game, explores his ruined home city to find his missing brother, overcoming dangerous enemies and obstacles along the way

  • Smooth Player Movement
  • Diverse Enemy Types
  • Mesh-based Detection Cones
  • 2D Tilemaps
  • Design Documentation

Within the project it was decided that the player would be given a basic movement speed as well as the ability to jump as standard actions. Additionally they could grapple to special grapple points and also ledge grab any ledge created within a level. This would allow for smooth and quick platforming reminiscent of games such as Bionic Commando (CapCom 1988) and Super Metroid (Nintendo 1994).

Here is some example gameplay of player platforming.

Player Spawning - Unrestricted Movement

Player Spawning After Hazard

Within the project it was decided to make some fundamental enemy types that allowed both basic and advanced combat gameplay. These enemy types include the folowing:

  • Walker - Simple walking patrol and auto attacks
  • Sentry - Inactive and then dashes through the player if close enough. Once completing
  • Captain - Patrols and then throws bombs at the player. Dashes at the player if close enough
  • Lasers - Hazards that knock the player back when running into them

Walker Enemy Gameplay

Sentry Enemy Gameplay

Captain Enemy Gameplay

Drone Enemy Gameplay

My part in the project was to adjust and redefine the games design at fundamental levels. I was there to take a generated idea and bring it into fruition and polish the result so that it met the gameplay feel standards.




Kyle Zielinski

P: 413-813-5447