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