Engage in an exhilarating turned-based battle against the forces of a tyrannical emperor

Timeframe
2024 - 24 weeks
Client
School
Tools
Unity, Custom Engine
Role
Prototype, Design
Unlock new characters and make meaningful, strategic choices
I worked with a group of programmers and artist, with myself being the sole designer. As such, I focused on every aspect of design, such as character roles, abilities, combat design, combat progression, balancing, enemy AI, UI, narrative, SFX, etc.
Key systems:
- Shared skill points system (Chi/Qi)
- Alterable turn-based order





The strategical aspect is done really well, with the combat systems gelling well together, creating unique situations that make players strategise.
If given more time, I would probably have fleshed out the story more. This way, players can better immerse themselves in the world and relate more to the characters.
Takeaways
Building the game required lots of research on the turn-based combat genre. Some crucial aspects are how changing the flow of the battle keeps engagements exciting, and displaying essential UI at different timings to help maintain player focus and agency. I had to apply these concepts while making elements in the game make sense. In the end, the final product was satisfactory and the journey was very fulfilling.
Below are some old screenshots of the iterative design choices made.
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