A world that opens with ability
Shockwave, Double Jump, Wall Jump, and Crystal Dash change which routes the player can reach. Return paths and visible barriers connect new abilities to familiar spaces.
2D Metroidvania / Design & development
Explore a connected tower, earn traversal abilities, and decide when to spend the Spirit that powers both movement and survival.
Gameplay and design walkthrough · English narration
Shockwave, Double Jump, Wall Jump, and Crystal Dash change which routes the player can reach. Return paths and visible barriers connect new abilities to familiar spaces.
Healing, Crystal Dash, and Shockwave share Spirit. Rune loadouts add build choices, while boss wind-ups and recovery windows make positioning part of the combat decision.
I clarified breakable barriers and changed Crystal Dash to charge its cost on launch. The portfolio records 38 targeted checks, and separates those checks from future player testing.
Level diagrams, mechanics, and documented iterations.
Contribution & credits
Gameplay, level, combat and narrative design; gameplay programming.
Visual assets include AI-assisted artwork, and the film uses synthetic narration. Cover illustration is promotional art, not an in-game screenshot.
Evidence & next steps
Informal friend playtests highlighted the movement feel, pacing, and exploration. The PDF records targeted runtime checks, not a controlled study. The public source and build are v0.57; the visual portfolio preserves the v0.56 design breakdown.
The playable build is the primary evidence; the portfolio explains the intent, implementation, and revisions behind it.