Blade of Will

A fast paced platformer

Summary


Gameplay

  • The gameplay of Blade of Will consists of one polished, main mechanic. You dash to traverse the world, and you dash to slice through enemies in your way.

    • We designed it this way to make it intuitive, and to let the player master one big thing as opposed to many smaller things, it feels a lot cooler that way.

      • “I fear the man who’s done the same kick 1 000 times, more than the man who has done 1 000 kicks, 1 time.” - Bruce Lee

  • We eventually got around to adding in the feature that the dash would reset upon killing an enemy, and that’s when it really all clicked and you can see the tempo of the game sky rocketed.

    • We could add more enemies to the levels and the overall flow really improved. There’s nothing more that I love to see than this type of iterative work.

  • Blade of Will also features a time slow mechanic, to help the players that need more time to process what’s happening in the hectic action, and for those who want to feel like a badass dashing all over the place.

    • We also added it because the game is fully embracing the chaos of having everything dying in one hit, enemies and the player alike. But levels are short, the longest taking about 20-30 seconds, so a restart is never the end of the world.

The realm lies shattered after a brutal war over the Medallions of Fire and Ice, ancient relics that when united with the legendary Blade of Will, grant their bearer the divine right to rule. Amid the chaos, a young war-torn woman discovers the Blade of Will and is chosen by its magic. Gifted with its powers, she embarks on a quest to cleanse the land and restore peace.

Xuanyi the Proclaimer, ruthless leader of an oppressive regime, wields the Ice Medallion as he hunts for its companion heirloom and the blade, unaware it already has a bearer.

Narrative

Project Breakdown

  • Group Project - 12 weeks, halftime (4 hours/day)

  • Created in The Game Engine

  • Level Design
    Alva Liljekvist
    Kasper Sandin

    Programming
    Alexander Englesson
    Alexander Melander
    Emma Stokki

    Viktor Junell
    Zakk Norman

    Art
    Felicia Lindgren
    Marcus Lembke
    Mikita Kihan
    Taras Kinley

    Procedural Art
    Hampus Norman
    Marcus Mellström

    Audio Production
    Carolina Foghammar
    Jorge Esteban Campusano
    Reece Phersson

Goals

  • To create a fast paced platformer with one singular, polished main mechanic

  • Make a compelling narrative in an interconnected, metroidvania inspired world

Software used

  • TGE (The Game Assembly in-house engine)

  • Krita

Screenshots

Beta gameplay