A top-down puzzle shooter where you wield elemental arrows to solve puzzles and fight Octodemons.
A top-down puzzle shooter where you wield elemental arrows to solve puzzles and fight Octodemons.
Keru and the Guardians of the Universe is a top-down puzzle shooter. Playing as Keru, the youngest Guardian of the Universe of Love, you shoot arrows imbued with elemental power to solve puzzles and fight Octodemons and bosses from the Universe of Chaos. Travel the universe and reunite your family!
The game has not released yet, but a playable demo is available on Steam.
I worked in different areas of this project, but my main focus was on the gameplay elements and the editor tools. I also contributed to the boss fight.
I developed the behavior of several objects in the game, ones for the ice themed level, a cloud themed one, and some ones that are part of the core gameplay like one that alters the limits of the principal mechanics of the main character. Each object needed a specific behaviour, and I had to make sure that they were consistent with the game’s overall design and mechanics, as well as the project structure on the organization side.
I was also responsible to remake some of the code that was already done, to make it more efficient and easier to maintain. This included some extractions for a more modular approach, like having a script for forward movement that could be combined inherited by other scripts to make the creation of new projectiles easier and more consistent.
I made some generic scripts that were used in different parts of the game, like a script that simply spawns objects following a set of parameters. These reusable components enhanced the efficiency and modularity of the development process.
Some of these gameplay elements needed some editor scripts to make the creation of new levels easier, so I made some tools that would help the level designers to create some of this objects faster and with fewer errors.
I contributed to make the first version of the final boss fight. I was involved in designing and implementing its core mechanics, including its different phases, attack patterns, and state changes. I also created the win conditions. I coded more than 9 different attacks. These attacks contributed to the challenging and dynamic nature of the boss fight. I also created some placeholder cinematics for the Anomaly boss fight, including scenes for phase transitions and material state discards. Additionally, I implemented some of the visual effects of the Anomaly and its projectiles made by other parts of the team, enhancing the overall presentation of the boss encounter.