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Gameplay footage

Description: A Desert Dream is a platform game where it is an adventurer is sleeping with his camel in the middle in the desert and all of the sudden he was at the desert underground hunting for
treasure. Is it all just a dream. Can he escape from the dream?

Level Design

Level Design

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Thought process for Level 1: The goal for the level is to get player to familarise the mechanics that may present in a level and reached towards the mummy coffin as to signal the player dive into within the pyramid. Therefore, I design the level with the some wider platform for player to jump to let them familarise on the  player jump velocity. Next, I start introduce the enemies and place them at the furthest end of the the platform to let player know what kind of behavior they will use and what kind of mechanic the player can use to defeat them. I also make a movable platform for player to catch player's attention to go for the chest to obtain rewards to unlock the mummy and with a archer blocking the path which makes player curiosity even higher. Lastly, the mummy encounter is to teach player that the it will try to waste player's time as there's a timer for the game which can make the situation more intense

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Thought process for Level 2: The goal of the level is to find the treasure and head towards the mummy.












Therefore, within the level, there are some traps being lay on certain places. This is to teach player on how to know which treasyre is fake as real treasure is guarded by enemies while fake treasures are defenless but once step on it ,its here to waste player time.











I also take this time to introduce operating the switch mechanic in where the player can tweak the timing of the platform when progressing the level to not fall to their death if they are not confident.

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Thought process for Level 3: The goal of the level is to escape the pyramid after obtaining the treasure which trigger the whole place to collapse. In this level, it will focus soley on more platform as the goal is to escape and the enemies has mostly died which explain the lesser enemy placement.









The traps I have introduced is having the mummy coffin after the player once reached a certain region to tied back to the whole purpose of stealing treasure means getting trapped in the pyramid forever.
























I also placed some tiles drop to signify the who place is collapsing.















Lastly, I introduced the final hurdle of the traps is the rains of mummy which is the place is doing every power it can to stop the player from escaping which focus even more on the platform aspect until the player reached for the camel and escape the place.

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Challenge

1. Making art assets for the first time while designing a game while under a short time

For this project I was tasked to develop the art assets alone while designing the game. Although I draw during my free times, but drawing assets in a computer was a first for me and it make me realize that making a game alone is very hard. This is because as a developer I need to make sure the game is fun and challenging for the player while also making sure the art assets are representing the theme I want to portray towards the players when they are playing. Therefore, I kept retesting the game over and over again and change some of the art assets that is not suit for the game multiple time. Not only that the time that was given was only 4 weeks and it create a lot of stress. Therefore I told myself to take it one step at a time and eventually I became more and more used to it.

2.Balancing the game difficulty 

For stage 1,2 and 3, for the draft I tried to make the traps as hard as possible like "Trap Adventure 2". However, when I am testing the game for myself, I would put myself in the player shoes and I thought the game is too unforgiving and would make people quit the game. Therefore, i decided to make stage 1 easier more like a tutorial stage, stage 2 set small amount of traps and for stage 3, make more traps but the traps not to hard and not too easy by removing a portion of trap tombs in the levels and making the drop of tomb speed much slower so players have the time to react. After retesting multiple times within 3 weeks, I have completed the game. 

More information about the game

2.Why mummy would not damage the players?
--> They are only there to slow the player down and force the player to stay
    with them for eternal because the clock is ticking.

 

4.Why there are tombs falling out of sky during the last stage?
--> Since this game do not have any boss, one of the way to make the game fun 
is having a bunch of tomb fall down since it suits the theme of the game. Not only this feature will test a player reflexes and enhance the finals stage gameplay

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