GAME & LEVEL DESIGN
patchiarkatet2.jpg

MELLO & RU: THE CLIMB

Mello&Ru.jpg

Platform: PC

Engine: Unity

Language: c#

Development Time: 4 weeks

Team Size: 10

MELLO & RU: THE CLIMB

You and your older sibling are stuck in a dark cave and the darkness is rising, threatening to engulf you. You need to use the support of each other to find light in the darkness and reach the surface. Play as two characters, each one with a special ability (grappling hook/dash). You control both character at the same time.

 

CONTRIBUTION

 
  • My main responsibilities on this project were as Game designer and Level designer. I also scripted some features.

  • I was involved in decisions regarding gameplay, objectives and main features.

  • Designed and blocked out the tutorial part and the area that followed.

  • Collaborated with 2D to turn the art assets into prefabs that could be placed in the level.

 
 

SCREEN SHOTS

 
 

OBJECTIVES & CHALLENGES

 PACING We wanted to create a game that was quite stressful. As we didn’t have any enemies as such, the pacing was decided by how close the rising darkness was to you. We designed the level so that there was some long stretches of flat ground, where the darkness could more easily catch up with you, and areas of vertical traversal where the player had a chance to get ahead from the darkness.

MECHANICS We chose to use classic platform mechanics; jumping, dashing and grappling. The Grappling Hook could only attach to the bright lights placed in the level.

THREATS The darkness rising from below and the patches of darkness on some of the platforms.

CHECKPOINTS The bonfire provided a break from the darkness. The darkness meter sinks and the rising darkness pauses while the player is in the vincity of a bonfire. If the player dies, they respawn at the bonfire last passed.

 
Screenshot (148).png
 

SCRIPTING

FRIENDSHIP MECHANIC: While a button is pressed the rising darkness is paused and the darkness meter sinks. There is a warm glow surrounding the characters. While this mechanic is used, movement is slowed down and the player is unable to dash or grapple.

PUSHABLE OBJECT: An object that could be pushed over if the player dashed in to it.

DARKNESS METER: The UI element that displayed the amount of darkness the player had acquired.

 
 
video Block
Double-click here to add a video by URL or embed code. Learn more
 
video Block
Double-click here to add a video by URL or embed code. Learn more
 
video Block
Double-click here to add a video by URL or embed code. Learn more
 
video Block
Double-click here to add a video by URL or embed code. Learn more
 
video Block
Double-click here to add a video by URL or embed code. Learn more