➤ THE GAME
➤ ART STYLE
➤ ACTION DESIGN
➤ SKILL SYSTEM
➤ ENEMIES & NPCS
➤ LEVEL DESIGN
➤ TRAPS & GADGETS
➤ SOUND DESIGN
➤ TECH DESIGN
🌸
- THE GAME -
GAMEPLAY DEMO SCREENSHOT
A 2D-meets-3D action-adventure where pixels punch above their weight! When Lan’s elderly father is dragged off by the military for “labor” (read: prison abuse), our heroine doesn’t just sit around crying into a noodle bowl. Nope. She trains. Hard. Two years later, with vengeance in her heart and perfectly wind-blown pink hair, she begins her rescue mission.
🎨
- ART STYLE -
HD-2D VISUAL STYLE (OCTOPATH TRAVELER)
Think nostalgia, but make it high-def. We’re talking crisp 2D pixel characters in lush 3D environments, dynamic lighting, and a camera system that would make a cinematographer cry. With carefully tuned parameters—aperture, shutter speed, sensor width, focal length— The character’s in focus like a Hollywood hero. The background? Blurry. Ominous. Definitely hiding something behind that bush.
🕹️
- ACTION DESIGN -
MAIN CHARACTER (LAN) MELEE ATTACK DESIGN SHEETS
MAIN CHARACTER ANIMATION STATE MACHINE
Lan doesn’t just swing a sword—she dances with danger. 8 attack styles: light, heavy, 3 time-sensitive combo moves, a risky-but-worth-it charged strike, and 3 types of ranged attacks (yes, throwing knives are in). Defend like a pro: with block and perfect parry mechanics.Mobility? Oh yes. We’ve got wall slides, double jumps, and a vertical climbing system that even Spiderman would respect.
✨
- SKILL SYSTEM -
Unlock 3 game-changing abilities via magical glowing orbs.
⚔️ - ENEMIES & NPCS -
HOSTILE UNITS DATA CHART
Five enemy types (swordsman, spearman, crossbow dude, shield tank, axe brute), each with its own AI and bad attitude. Plus: 8 interactable NPCs including your wise old master, your sparring brother, villagers (with opinions), and... yes, even a cat.
🏰
- LEVEL DESIGN -
🌴 LEVEL 1 — Dojo, Dialogue, and Dramatic Pauses Welcome to Tutorial Town, population: You. Lan’s journey begins in a peaceful dojo where you’ll chat with your wise master, spar with your overly competitive brother, and learn the core controls of the game—all without dying. Probably.
🏜️ LEVEL 2 — Desert Temple of Instant Regret™ You step into a majestic desert hall. It’s eerily quiet. Too quiet. Just when you think, “Huh, maybe nothing’s here,” BOOM—ceiling collapse, screen shake, and a swarm of enemies leaps from the shadows like they’ve been waiting for this moment their whole pixel lives. This chaos is powered by the Fracture physics system, timed to perfection using sneaky triggers for controlled destruction and satisfying mayhem.
🏯 LEVEL 3 — Jungle, Identity Crisis, and Bow Acquired Things get wild in the jungle—literally. Lan’s true identity is exposed, and now she’s on the run. But not alone! Interact with animals (some helpful, some... rude), unlock the bow and arrow for that sweet long-range justice, and dash into the city for a dramatic prison-break attempt to rescue dear old dad.
- THE GAME -
A 2D-meets-3D action-adventure where pixels punch above their weight! When Lan’s elderly father is dragged off by the military for “labor” (read: prison abuse), our heroine doesn’t just sit around crying into a noodle bowl. Nope. She trains. Hard. Two years later, with vengeance in her heart and perfectly wind-blown pink hair, she begins her rescue mission.
🎨
- ART STYLE -
Think nostalgia, but make it high-def. We’re talking crisp 2D pixel characters in lush 3D environments, dynamic lighting, and a camera system that would make a cinematographer cry. With carefully tuned parameters—aperture, shutter speed, sensor width, focal length— The character’s in focus like a Hollywood hero. The background? Blurry. Ominous. Definitely hiding something behind that bush.
🕹️
- ACTION DESIGN -
MAIN CHARACTER (LAN) MELEE ATTACK DESIGN SHEETS
Lan doesn’t just swing a sword—she dances with danger. 8 attack styles: light, heavy, 3 time-sensitive combo moves, a risky-but-worth-it charged strike, and 3 types of ranged attacks (yes, throwing knives are in). Defend like a pro: with block and perfect parry mechanics.Mobility? Oh yes. We’ve got wall slides, double jumps, and a vertical climbing system that even Spiderman would respect.
✨
- SKILL SYSTEM -
Unlock 3 game-changing abilities via magical glowing orbs.
-
🪂 Double Jump — for platforming and dramatic escapes.
-
🔪 Tactical Throwing Knife — for puzzles and poking enemies from a distance.
-
🏹 Charged Arrow Shot — for tempo control and pure pixel-powered vengeance.
⚔️ - ENEMIES & NPCS -
HOSTILE UNITS DATA CHART
Five enemy types (swordsman, spearman, crossbow dude, shield tank, axe brute), each with its own AI and bad attitude. Plus: 8 interactable NPCs including your wise old master, your sparring brother, villagers (with opinions), and... yes, even a cat.
🏰
- LEVEL DESIGN -
🌴 LEVEL 1 — Dojo, Dialogue, and Dramatic Pauses Welcome to Tutorial Town, population: You. Lan’s journey begins in a peaceful dojo where you’ll chat with your wise master, spar with your overly competitive brother, and learn the core controls of the game—all without dying. Probably.
🏜️ LEVEL 2 — Desert Temple of Instant Regret™ You step into a majestic desert hall. It’s eerily quiet. Too quiet. Just when you think, “Huh, maybe nothing’s here,” BOOM—ceiling collapse, screen shake, and a swarm of enemies leaps from the shadows like they’ve been waiting for this moment their whole pixel lives. This chaos is powered by the Fracture physics system, timed to perfection using sneaky triggers for controlled destruction and satisfying mayhem.
🏯 LEVEL 3 — Jungle, Identity Crisis, and Bow Acquired Things get wild in the jungle—literally. Lan’s true identity is exposed, and now she’s on the run. But not alone! Interact with animals (some helpful, some... rude), unlock the bow and arrow for that sweet long-range justice, and dash into the city for a dramatic prison-break attempt to rescue dear old dad.
🪤
- TRAPS & GADGETS -
Painfully Interactive Design, What’s an adventure without a few “oops” moments?
This game features 4 ways to get yourself hilariously injured—and 1 gadget that’s actually helpful (for once). Let’s meet the stars of the show:
-
Spike Trap — Classic. Reliable. Sharp enough to ruin anyone’s day.
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Bear Trap — Because nothing says "gotcha" like metal teeth on your ankle.
- Spear Trap — Vertical pain delivery system. Surprise included.
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Flamethrower Trap — For when you want your enemies extra crispy (or yourself, accidentally).
- Spring Launcher — Yeets you forward with style. Great for speed... or accidentally flinging into more traps.
Each trap is lovingly designed to make you regret your choices, while the spring gadget is here to help—unless you forget to aim. Because in this world, curiosity doesn’t just kill the cat—it launches it into a wall of spikes💥
- SOUND DESIGN -
115 Sounds and Zero Boring Moments This game doesn’t just look good—it sounds like a full-on pixel-powered symphony.
With 115 handcrafted sound effects, every step, slash, and sizzle has been lovingly curated from two main sources:
- The vast wilds of the internet.
- Real-life everyday chaos.
Every sound is carefully synchronized with the character's actions and the environment, building an immersive audio experience. From the soft shff shff of a father’s slippers, to the CLANG of a well-timed block, and the distinct whoosh-thud-clink of each enemy attack—each moment is defined by its own unique sound🥷
🧠
- TECH DESIGN -
Where Depth Meets Drama (and Blueprints Save the Day)Ever wonder how a 2D character survives in a 3D world without constantly getting photobombed by walls? Yeah, me too.
MAIN CAMERA PARAMETER SETTING
To boost the visual oomph, I dove deep into the mysterious art of depth of field. I meticulously adjusted aperture, shutter speed, sensor width, and focal length—basically all the camera nerd stuff—to make sure the character is always in sharp focus.
Using a depth visualization tool, I created a delightful rainbow of depth zones:
DEPTH OF FIELD LAYERS ADJUSTMENT
Because let’s face it—if your player isn’t the star of the show, who is?
But wait, there’s more! I also tackled one of the trickiest problems in 2.5D games: visual occlusion. When your flat character explores a rich 3D world, things tend to get... in the way. So, I cooked up a solution using a bit of blueprint wizardry.
SHADING CALCULATION SYSTEM BLUEPRINT
And because no hero goes on a quest without tools, I also built a whole toolkit of custom Blueprints:
PARTIAL IN-GAME FUNCTIONALITY BLUEPRINTS
- TECH DESIGN -
Where Depth Meets Drama (and Blueprints Save the Day)Ever wonder how a 2D character survives in a 3D world without constantly getting photobombed by walls? Yeah, me too.
To boost the visual oomph, I dove deep into the mysterious art of depth of field. I meticulously adjusted aperture, shutter speed, sensor width, and focal length—basically all the camera nerd stuff—to make sure the character is always in sharp focus.
Using a depth visualization tool, I created a delightful rainbow of depth zones:
DEPTH OF FIELD LAYERS ADJUSTMENT
-
💙 Blue = background blur
-
💚 Green = gentle foreground fuzz
-
🖤 Black = crystal-clear “hero zone.”
Because let’s face it—if your player isn’t the star of the show, who is?
But wait, there’s more! I also tackled one of the trickiest problems in 2.5D games: visual occlusion. When your flat character explores a rich 3D world, things tend to get... in the way. So, I cooked up a solution using a bit of blueprint wizardry.
SHADING CALCULATION SYSTEM BLUEPRINT
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Track the player’s world position (down to the pixel)
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Compare surrounding objects’ positions and directions
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Decide if they’re blocking the view
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Magically hide them if needed—no drama, no mystery, just pure visibility
And because no hero goes on a quest without tools, I also built a whole toolkit of custom Blueprints: