

Level & Design Philosophy
The goal of this project was to introduce new skills gradually and encourage players to combine them over time. Each mechanic is first presented in a controlled context, then reinforced and expanded through later challenges as difficulty increases.
I wanted players to feel excited to explore and make meaningful choices in how they move through the level. Whenever there is a clear way forward, there is usually an alternative route. All paths lead to the same goal, but they vary in difficulty and focus.
This approach was inspired by classic Mario-style level design, where a single level can offer multiple routes with different challenges. One path may emphasize precise platforming, while another focuses more on combat encounters.
Exploration is rewarded through optional pickups such as bonus health and gold. These rewards reinforce curiosity without blocking progression.
Each level presents a new problem, then gives the player space to practice and improve as difficulty gradually increases. The experience balances platforming and combat, with progression built around steady escalation rather than sudden spikes.
Download the game here.
Level Design
I encouraged exploration while guiding players forward using pickups, enemy placement, and platforms that foreshadow the intended path. Levels communicate progression clearly while still allowing players to discover alternative routes. Core mechanics such as dashing, wall sliding, and jumping are introduced and combined to unlock new traversal options.
To keep gameplay engaging, I balanced the different routes so they offered comparable overall challenge while supporting different playstyles. One path might emphasize platforming, another combat, while a third combines both.
All routes eventually merge, supporting replayability and encouraging players to return to explore missed paths, collect coins, or defeat enemies for bonus rewards like health pickups and gold.
Throughout development, I evaluated player flow, sightlines, and spatial readability to ensure players could quickly understand their options while still feeling free to experiment. Playtesting with players of different experience levels helped validate these decisions and guided adjustments based on real behavior.
Learn more about my overall level design process here, or click “Read more” on the images for an in-depth explanation of the design.

Game Design
The goal was to create an experience that is approachable for new players while still offering depth for more experienced ones. Each level provides two to three routes with different difficulty and focus.
One path typically emphasizes more demanding combat and precise platforming, while the main route offers a more accessible way forward. Mechanics were designed to be easy to understand but difficult to master. For example, the dagger throw is simple to use but requires precision to use effectively, while melee combat was tuned with more forgiving enemy collision to feel intuitive rather than overly strict.
The game can be completed without engaging in combat, allowing players to finish through platforming alone. This route is more demanding in execution and appeals to players interested in speedrunning and mastery. Players who engage in combat are rewarded with additional loot, while exploration-focused players can find similar rewards through hidden areas.
UI and UX were kept clear and readable, following familiar conventions of the 2D genre, particularly in how player health and feedback are communicated.

Technical skills & Problem solving
This project was my first time working in a full game engine, which led to several important lessons early on. One of the most valuable was the importance of proper version control for safeguarding work and supporting collaboration and iteration.
Throughout development, I improved my ability to build and iterate on 2D levels in Unreal while strengthening my approach to balancing and systemic design. Rather than adding disconnected systems, I focused on expanding existing mechanics to create deeper interactions.
For example, I evolved the dagger throw and sword mechanics into traversal tools, allowing weapons to act as temporary platforms. I also expanded the loot system to support exploration and player choice through potions and gold rewards, and implemented checkpoint systems inspired by Soulslike campfires to reinforce progression and risk management.
I gained experience working with enemy pathing, state-based behavior, and parallax environments using 2D sprites. These challenges helped me develop a structured, iterative approach to problem solving based on testing, observation, and refinement.





