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Her Demons

Isometric platformer adventure game/ takes place in twisted imaginary land inside protagonist’s daughter’s mind

Her Demons demo on Youtube
Her Demons

Her Demons Her Demons Her Demons

Game​ ​Pitch:

The​ ​game​ ​is​ ​an​ ​adventure​ ​game​ ​set​ ​in​ ​an​ ​imaginary​ ​land​ ​created​ ​by​ ​the​ ​protagonist’s​ ​daughter. The​ ​game​ ​is​ ​in​ ​isometric​ ​view,​ ​which​ ​makes​ ​for​ ​an​ ​interesting​ ​perspective​ ​where​ ​the​ ​distance does​ ​not​ ​change​ ​the​ ​size​ ​of​ ​the​ ​object​ ​in​ ​the​ ​scene.​ ​ ​The​ ​game’s​ ​story​ ​is​ ​based​ ​around​ ​the daughter’s​ ​mental​ ​illness,​ ​which​ ​is​ ​manifested​ ​as​ ​monsters​ ​in​ ​the​ ​world​ ​that​ ​the​ ​protagonist​ ​is trying​ ​to​ ​defeat.​ ​Player​ ​can​ ​explore​ ​the​ ​world​ ​and​ ​fight​ ​the​ ​various​ ​monsters​ ​and​ ​bosses​ ​that​ ​are plaguing​ ​the​ ​daughter’s​ ​mind.

How​ ​to​ ​Play:

The​ ​inputs​ ​used​ ​are​ ​keyboards​ ​and​ ​mouse.​ ​WASD​ ​keys​ ​are​ ​used​ ​for​ ​movement,​ ​and​ ​pressing them​ ​with​ ​shift​ ​lets​ ​the​ ​character​ ​run​ ​at​ ​faster​ ​speed​ ​at​ ​the​ ​cost​ ​of​ ​stamina.​ ​Left​ ​click​ ​in​ ​a direction​ ​on​ ​the​ ​screen​ ​lets​ ​the​ ​character​ ​attack​ ​enemies,​ ​also​ ​at​ ​the​ ​cost​ ​of​ ​stamina.​ ​Stamina regenerates​ ​over​ ​time,​ ​but​ ​health​ ​do​ ​not.​ ​However,​ ​players​ ​can​ ​pick​ ​up​ ​health​ ​potions​ ​and​ ​use them​ ​using​ ​Q​ ​key​ ​to​ ​restore​ ​small​ ​amount​ ​of​ ​health​ ​when​ ​used.​ ​Players​ ​can​ ​also​ ​find​ ​levers​ ​and elevators​ ​that​ ​they​ ​can​ ​activate​ ​with​ ​E​ ​key.

Amount​ ​/​ ​Type​ ​of​ ​Content:

There​ ​is​ ​one​ ​level​ ​total,​ ​with​ ​6​ ​enemies​ ​and​ ​1​ ​boss.​ ​There​ ​are​ ​also​ ​3​ ​health​ ​potions​ ​that​ ​can​ ​be collected,​ ​two​ ​levers,​ ​one​ ​that​ ​rotates​ ​the​ ​purple​ ​platform​ ​and​ ​another​ ​that​ ​activates​ ​the elevator.

Playtesting​ ​Report:

Playtesters​ ​have​ ​commented​ ​that​ ​the​ ​art​ ​style​ ​was​ ​beautiful​ ​and​ ​animation​ ​was​ ​well​ ​done.​ ​They also​ ​mention​ ​that​ ​maps​ ​need​ ​some​ ​tweaking​ ​to​ ​make​ ​it​ ​more​ ​clear​ ​which​ ​way​ ​to​ ​go​ ​which​ ​could be​ ​interpreted​ ​as​ ​a​ ​puzzle​ ​dynamic.​ ​Also,​ ​at​ ​the​ ​time​ ​of​ ​playtesting,​ ​we​ ​didn’t​ ​have​ ​much​ ​of​ ​UI done,​ ​so​ ​many​ ​testers​ ​were​ ​confused.

Lessons​ ​Learned:

Biggest​ ​thing​ ​that​ ​we​ ​learned​ ​is​ ​scope​ ​management.​ ​Our​ ​initial​ ​vision​ ​of​ ​this​ ​project​ ​was​ ​much bigger,​ ​but​ ​we​ ​learned​ ​that​ ​making​ ​sure​ ​the​ ​task​ ​was​ ​completed​ ​at​ ​a​ ​given​ ​time​ ​was​ ​our​ ​priority, and​ ​limited​ ​some​ ​aspects​ ​of​ ​the​ ​game.​ ​Other​ ​things​ ​we​ ​learned​ ​are​ ​learning​ ​to​ ​divide​ ​up​ ​the work​ ​efficiently,​ ​and​ ​communicate​ ​with​ ​each​ ​other​ ​so​ ​that​ ​there​ ​are​ ​less​ ​conflicts.​ ​Using​ ​github was​ ​tricky,​ ​because​ ​when​ ​two​ ​or​ ​more​ ​of​ ​us​ ​worked​ ​on​ ​the​ ​main​ ​file,​ ​it​ ​was​ ​difficult​ ​to​ ​resolve the​ ​conflicts.

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