Mnemosyne's Labyrinth


Project Summary

Labyrinth.mp4

Mnemosyne's Labyrinth is a match-two RPG. You are an adventurer seeking hidden treasures inside the Labyrinth of Mnemosyne, the goddess of memory. But beware, there are dangerous foes lurking in the Labyrinth seeking the same treasure as you do. Match the right pair of "cards" to do damage and obtain powerful weapons, armors, magic, and potions. Test your memory skills and defeat the boss to claim your rewards.

Game Engine: Unity.

Project duration: 4 days.

I was responsible for designing and scripting match-two mechanics, player camera, player abilities, random "cards" generation, and UI. Everything is scripted in C#.

Project Development

Initial Brainstorm

The project assignment was all about match-two games. Just making a match-two game wasn't interesting enough for me. Mixing elements from other genres would make the game more entertaining. I eventually went with the idea of a match-two RPG.

Items

There are 5 types of "cards".

  1. Armor: Automatically reduce next incoming damage by half. Consumed upon use.

  2. Fireball: Players take fire damage. Avoid fireball.

  3. Mana stone: Does magical damage to an enemy. Useful when the enemy is weak to magical attack.

  4. Potion: Recover HP.

  5. Sword: Does physical damage to an enemy. Useful when the enemy is weak to physical attack.

Match the right pair of "cards" to get the item. The oddball in these "cards" is the fireball. Unlike other "cards", fireballs do damage to players instead of enemies. The reason is to force players to make a cognitive and intelligent decision about what "cards" to match.

There are "cards" that are good and there are those that are bad. Instead of blindly matching "cards" that match, it's more engaging to have another layer of decision-making.

Except for armor and fireball, other items can be accessed by pressing the item button at the bottom right of the screen.

Eventually, players would accumulate a large number of items. I didn't want players to use all their damaging items at once, which could instantly destroy an enemy. The main focus of the combat was dealing damage by matching the right pair of "cards".

So I added a limit on how many items you can use. The limit resets after you match the right pair of "cards". Players need to think about what items to use (heal or damage, hmm). Having this limit surprisingly makes the game feel like a turn-based game.

Enemies

There are two regular enemies and one boss. One thing I should have done was to show players the enemies' weaknesses through UI. Players could analyze their weaknesses by experimenting with different items. But for a short game without a lot of replayability, it was less likely that players would recognize the damage differences.

Weak to physical

Weak to magical

Resist to both types of attack