Parry Master is a 2D action platformer with a retro pixelated aesthetic. The game's primary mechanic is based around timing parries to block enemy attacks and stun them, allowing for counter attacks. Parry Master was created in the Unity engine as my final project for my Game Design Workshop course at Fitchburg State University.
Primary Role: Solo Developer
Team Size: Solo Project
Time Frame: 4 Weeks
Responsibilities:
Designed a player controller from the ground up, including a full sprite sheet for animations. The player character can walk left or right, jump, parry, and attack, and will flash red when damaged along with lose HP. If the player reaches zero HP, a death animation plays and the game over screen is triggered.
Scripted a stunning mechanic that works hand in hand with parrying. A successful parry from the player calls the appropriate "stunned" function of the attacking enemy, incrementing a counter. If this counter reaches a certain value (is parried enough times), the enemy enters a stunned state where it cannot attack or move for a short time - giving the player bigger window to deal damage.
Created two unique enemy types, including scripting, sfx, and sprites: a basic enemy and a harder enemy. Both enemy types will approach the player if they are within view and attack when in range. Enemy attacks are telegraphed to give the player time to react and parry. The basic enemy has one attack, takes one parry to stun, and has low HP. The harder enemy has two attacks it will choose from randomly, takes two parries to stun, and has more HP.
Designed and coded a boss fight, including scripting, sfx, and sprites. The boss enemy has a pool of three unique attacks it can choose from, and will attack with a combo of two to three attacks in a row. When it is appropriate to attack, the boss will choose to attack either twice or three times, and then attack with a random attack from its pool the chosen number of times. Six parries in total are required for a stun, meaning there is some luck involved in how quickly a player can get a stun depending on how much the boss attacks in its combos.Â
Implemented level transitions, including a boss fight introduction and a fade to white effect after the boss is defeated.
Made a custom sprite sheet and tile map for the floor, wall, roof, and background sprites. I used this custom tile palette to design the levels for the game.
Gameplay
Links