Mechanic/combat design
Includes design of combat patterns, enemy behaviour, core game loop, controls and gamefeel, upgrade system design (including balancing).
Challenges included: getting players to find unique 'builds' of various upgrades, rather than just using upgrades without synergy.
I researched the design behind card games like Magic: the Gathering, Slay the Spire, Monster Train, and various boardgames. I noticed how including various aspects that can synergize leads to increased modularity.
In retrospect, these findings did increase potential build variety, but lacked impact in practice. This was because most of the unique upgrades were fairly hard to get, meaning only a handful of players got to experience the desired effect. To solve this, I will tweak the availability of unique upgrades, and increase modularity of 'basic' upgrades.
Other/shared responsibilities:
Programming (Unity C#)
Worldbuilding
Level design
Project management
Community management/communication (Community Discord)
Lichbound booth at INDIGO 2023
Lichbound stand at the HKU Exposure 2023
Playtest setup at GameTaste Rotterdam