Overview
A mash-up of weapons, enemies, levels, and new features on steroids.
We have developed games with different types of settings, weapons, levels, and enemies. Our goal, bring out the best of them and combine them with new features aiming for a fast-paced and more vertical combat experience. With this in mind, as a Game Designer, I worked on several ideas, from paper to implementation that will positively enhance the game’s fun in an already known formula. Dual-wielding and grappling hook abilities, new weapons like crossbows, lightsabers, sticky grenades, laser guns, machetes, bazookas, and a musket, because, why not? These elements paired with a more open, explorable, and non-linear level design offered players a different combat experience from previous releases. The grappling hook could be used to navigate throughout the level accessing areas with hidden weapons and paths. Enemies, with improved AI, hit registration, and patrolling behaviors meant an additional challenge. Enemy snipers could detect the player from afar and alert groups of enemies.