Return: Null

For my master's at Abertay University, I created a game based on the prompt "Return". This project focused on iterative game development based on feedback I received weekly from Sumo Digital.
System Design

A disc projectile that returns to the player in an arc, dynamic with mouse movement and chosen arc direction.

A bullet projectile that returns to the player when they activate and input, directly moving to the player.

Below are some examples of them being used with their unique characteristics.

Using the disc makes it possible to hit enemies behind cover.

Using the ability to return projectiles to the player, one bullet can be used to hit two enemies.

Level Design
Below are some examples of the level layouts and their progression in difficulty. The key thought behind their design is to introduce mechanics deliberately and provide the player with a means to utilize them, making the process of returning with data more efficient or offering a more enjoyable challenge. Each image has a description describing its purpose.
The first level introduces the turret enemy, floor traps, and the consistent level design of grabbing the data and returning.
The first level introduces the turret enemy, floor traps, and the consistent level design of grabbing the data and returning.
This level introduces dashing and forces the player to engage with this mechanic while avoiding the previously introduced traps on pistons.
This level introduces dashing and forces the player to engage with this mechanic while avoiding the previously introduced traps on pistons.
This level introduces the portals and gunplay mechanics, allowing the player to evade or shut down the turret.
This level introduces the portals and gunplay mechanics, allowing the player to evade or shut down the turret.
This level introduces switches that, when hit by a projectile, are used to open and close the gates and clear a path. Certain projectiles work better in certain situations, like bending the disc around a curve.
This level introduces switches that, when hit by a projectile, are used to open and close the gates and clear a path. Certain projectiles work better in certain situations, like bending the disc around a curve.
This level introduces the AI shooter enemy, but also gives the player a choice: evade traps and the AI to the north or go in guns blazing to the south.
This level introduces the AI shooter enemy, but also gives the player a choice: evade traps and the AI to the north or go in guns blazing to the south.
This level is one of the final ones that combines many of the previously incorporated mechanics. The player must navigate traps, turrets, and constantly spawning enemies using the teleporters to get around.
This level is one of the final ones that combines many of the previously incorporated mechanics. The player must navigate traps, turrets, and constantly spawning enemies using the teleporters to get around.
Below is the final summary highlighting my major changes based on feedback and development, including final gameplay.

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