Knight Overhand
Knight Overhand (KO for short) is a 2D platform game aimed at players looking for a challenge with innovative mechanics and smooth movement. It is targeted towards a younger audience seeking a challenge in their games or those who enjoy exploring the secrets hidden within the castle. Are you ready to test your skills and become a master of the grappling hook? Dive into this unique adventure and experience the thrill of pushing boundaries in our addictive platform game!
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The game is still unfinished as we plan to remake all levels and add new content to make a longer and more polished game.
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Tools: Unity.
Contribution
My role in this game was taking over everything game design related, as well as being in charge of the production part as this was my last University Project made over a longer period of time between a team of three including myself. My main focus was making a character that felt satisfying to play with and had movility mechanics that were fair, as we wanted to make a dificult game so anything that wasn't precisely made would just make the game frustrating for whoever played it. Aside for that, I was in charge of coming up with the game idea, designing enemies and leves, testing and directing playtesting sessions.
What I like / What went right
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I think I (alongside with my two teammates) was able to achieve our main goal of making a character that's satisfying to use and fun to just move around with. It feels heavy, it has all the small details that I planned and i think it would be a great starting point if the project ever becomes a bigger game.
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I also planned the game to be easily expandable in the future, which we achieved having a final product where you can add, modify and delete rooms in very little time.
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The game itself is fun, aside from the problems I'll explain below its a fun experience and people enjoy playing it and like to compete with whoever is around to complete the different game sections in as little time as posible.
What I don't like / What went wrong
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Level Design is all over the place. As I mentioned before, this was our final and most important degree project and we had a tight schedule. We didn't know how much of the things we had planned would be able to make it on time or not, so most of the levels ended up being made last minute and it shows. Some rooms need small adjustments, "tutorial levels" end too soon and the game becomes too difficult too fast (this was made on purpose under the idea that we could show three sections of the game representinf three different stages but didn't quite work out as we wanted).
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I don't think I was able to maximize the resources we had in the published version, as there are some used only once and not again. Thinking about it now, I could have easily made so much more with what I had but again, running out of time made me not take the best last minute decisions.