
Deckweaver: Descent Into Chaos
First-person roguelike deck builder shooter game
Concept
The second level needs to be slightly harder. I wanted the player to be able to jump around using movement-related cards, so I decided to split the level with an oasis-like river and use mountains to make the player move up and down.
This is a roguelike game, so the setting of the levels needs to be different in order for the player not to get bored.
Since this level is an expansion of the original game, the design of the level needs to fit in with the whole.
After discussing with the group, I chose the desert as the background of my level.
Blockout
The level can be divided into three parts. They are the gentle hill, the ruin, and the mountain.
Players in the level are free to choose the direction they want to go and are not limited by the cards.
Players can jump from crystals to ruins or use "dash cards" to get there.
The cracks here increase the difficulty when players play.
When players want to get to the top, they need to use the crystals as platforms to jump on.
In the ruins, players can reach the outside by moving on the crystal
The field here is relatively open, and a number of crystals have been set up as cover as well.
The game has no set routes, and players can choose the method of reaching the shrines according to their preferred mode. For example, jumping from a hill on one side to the hill where the target is. The level encourage players to use movement type cards.
Since it's a roguelike game, there will be places where chests randomly appear.
Set Dressing
Since this game is set in a world that is falling apart by the day, the environment is going to be constantly desolate as the levels progress.