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DYING WISH

GAME SUMMARY

Dying Wish is a 3rd person Action-RPG in which you have to use your different attacks and abilities to destroy the monsters and bosses on your path. Exploring the world to gain new unique weapons, magic abilities and Remnants to level up is crucial to overcome the evil of this world.

Trailer

COMBAT

Dying Wish's combat encourages the player to be aggressive with fun and dynamic combo system and rewarding mechanics. Not recquiring Stamina to attack makes it so the player doesn't have to rely on a meter to be aggressive. After getting hit, the player has a few seconds to try and hit an enemy back. If they do, they regain some Health, therefore rewarding them for being aggressive.

Dodge & Stamina

A dodge can be performed at the cost of 1 stamina bar. It regenerates overtime or upon landing a hit on an enemy therefore encouraging an aggressive gameplay.

Juggling System

Some attacks can launch the enemies into the air, rendering them unable to defend themselves. The player can then juggle them with different attacks allowing for some fun and creative combos.

Environmental Combat

Launching an enemy into a wall gets them stuck in it for a few seconds allowing the player to focus on another enemy, or landing hits on it. The player can also launch enemies off cliffs to instantly kill them making it a lot easier.

Attack Canceling

The last part of an attack can be canceled using either a special attack or a dodge, leaving an evasive option for the player. Allowing them to be more fearless while being aggressive.

EXPLORATION

Rewarding The Exploration

The player is encouraged to explore the world because every time he ventures into a secondary path, he finds a useful item. Fighting mini-bosses also rewards the player with new Magic Abilities

Stats & Level Up

The player can collect Remnants in chests or by killing enemies to then level up the stats they want, allowing them to impact the way they play. Health, Physical Damage or Magical Damage.

MY CONTRIBUTION

In this project originally made for a GameJam, I was the one in charge of the entire GAME DESIGN and PROGRAMMING aspect of the game. I also had to alter most of the animations used for the enemies, the character and the attacks.

Design and program a fun and rewarding combat system in which the player wouldn't feel scared to engage the enemies.


Design every weapon and magic ability to allow different playstyle.

Design every enemy and every boss, making sure that the difficulty curve was smooth enough and making every boss feel fun and different from eachother.

HOW TO CONTACT ME

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