Reflected is a 3D Rouge-Like dungeon crawler with a twist that changes how you play the game between each room by swapping dimensions. The player has the ability to swap between dimensions to suit their playstyle and hope to defeat the boss at the end to escape the maze.
You wake up in the middle of the maze with no memory and only a pendant around your neck along with your trusted sword. Off in the distance you see a target dummy seemingly waving at you to get your attention. They tell you the aim of the maze and what useful information they know to help you on your path. Walking down the path there is a big door that opens up and allows you to keep going and as you say farewell to the target dummy and begin your journey to freedom. What horrors and riches awaits you, who will you meet next and in what world... Only time will tell.
The game was developed in Unity by a group of seven students during our third year in the game development bachelor's program at MAU. The whole project consisted of roughly one week of conceptualization, 4 weeks of pre-production, 8 weeks of production and 5 weeks of QA while at 50% studdy pace during an entire semester.
The music was composed by Natalie Schäfer as a collaboration between Malmö university and Malmö Academy of Music. We were also very fortunate to have Tristan Louet from Tarsier Studios as our mentor who provided us with insightful feedback during the development process.
Finally we also had access to work at Game Habitat DevHub during our weeks of production and even presented our work to some of the other developers there.
As an additional challenge each group was tasked to implement a tool for our project. For our project we decided to develop a map generator that would design a maze using Binary space partitioning. A new maze would be generated each time the player starts a new game for the to explore. The amount of shop rooms could easily be set by us as designers and the tool even allowed for us to place the boss room a set distance from the starting position. Since only one room would be active in the game at a time we can afford to have a lot of decorations such as trees without affecting the performance too much.
Reflected offers an adaptive loot system that alters the probability of powerups frequency depending on player choices. The probability of encountering a chest of higher rarity increased with player progression to match the tougher enemies. Health and other items will also become more common once the player has the need for them in the game.
Player inventory
Collectables
Powerups (including special effects)
Progression
Save and Load systems
Loot system and chest rarities
Adaptive probability for items
Balance and scaling
Maze items
Shop and shopkeeper
Unlockable chests
Enemy and Player stats system
Game feel and design
Animations for collectables
Enemies stat-increases and the kind of collectables and power ups change depending on the type of dimension the player choose to play in.
The player can choose to swap dimensions using a special type of resource in the game that is replenished by clearing rooms, defeating enemies or finding shops in the maze.
Link to repository on GitHub: github.com/pangquist/Reflected
Link to download on itch.io: valterino.itch.io/reflected