Lullaby

a MetriodVANIA GAME FOCUSING ON THE FREEDOM TO WEAVE SPELLS, INTERACTION WITH ENVIORNMENT, AND A LIVELY FOODCHAIN.

Creatures & Food Chain

A dynamic system where cretures and plants react to each other. Hunt, feed, reproduce. Same place could provid new opertunity upon every visit.

Spell & Enviornment

Creating your own spell, with various size, power, element and function. See how the world reacts to them and venture forth.

Details


Descirption

This is a game I made with a couple of friends. We wanted to create a game where players can adventure freely in a fairytale-like world, however, as they dive deeper into the ruins of this wonderland, they will encounter many mystreies, left by a vanished civilization.

Lullaby focuses on enviornment interaction, spell crafting, exploration, and our unique dynamic foodchain system, where monsters would hunt each other and reproduce in unique ways. Players can craft different spells to fight or use them as tools of puzzle solving, and build spell combos to adventure this world however they wish.

My Role

  • General Artist(VFX, Tileset, UI, Character)
  • Programmer
  • Gameplay/Level Designer
  • Project Manager

Tools

  • Unity
  • Aseprite
  • Miro
  • Photoshop
  • Excel
  • Word

My Work

  • Game/Level Design: Designed entire gameplay and level elements, wrote GDD, metrics for level design, implemented all game assets, populate and created levels.
  • Gameplay Programming: Programmed AI, Movement, Spell creation system,Enviornment interactions, puzzle elements, element interactions, UI, etc.
  • Animation: Rigged and animated Flytrap and Tree Nibbler.
  • Art: Created concept art of boss and UI. Game asset of UI, tileset, Flytrap, lighting, etc.
  • Shader: Greyscale shader.
  • Management: Schedule for project, define asset requirements, communicate with publisher, translation between team members.

Development

And so it began……

One Day, I decided, I want to make a game! Magic sounds cool! 2 friends heard me and said: “Yay!” and so we embarked on this fun little adventure with the name: “Daydream Studio”.

Prototype

Before I got everyone on board, I had to convince them, I know how to program the game! (Which I do not.)

So I learned! Basiclly from scratch, from character movement, to fireing bullet, then coming up how to build my own spells. Before I know it, I had a prototype! AKA.My testfield and playground filled with fun stuff and bugs.

The prototype, featuring the “Blackhole”, creating via mixing earth element, ranged, AOE, and Traction Modifier.

Concept

We started designing! Well, first we played. We played some games with simular theme, Ori, Noita, Hollow Knight, World of Warcraft. We disccused what makes them fun and pretty, and how can we make our game fun and pretty!

We converged and diverged, concepted most game elements we wanted to have, the key words to our design were: Cute, Ancient, Mysteries, and Contrasts. We were super excited of what we could make, completely unaware how out of scope we were……

Design

An owl carried great news to our window! A friend introduced us to a indie publisher called hurrican games, our concepts were of their interest, and decided to form a cooperation intent. However, this meant a bit of stress is laid on our backs, and stuff had to look a bit more professional.

We layout the overview of our game’s system, back story, art style, and gameplay elements. Then we proceed to work with the goal in mind to create a beautiful little demo.

Develop

Development is a long and challenging phase, the large amount of bugs and re-dos can really kill one’s passion slowly. Especially for a team which lacks experience.

Sadly, this is where the story ended, with events in real life hitting some of us, we were no longer able to focus on development, we slowly developed more features and assets, untill I was the only one still working. I would really want to bring this project back if I have the time and energy, but I guess this is where it ends, for now.