LOST SOUL

IGDB Summer Game Jam 2023 Submission


Lost Soul is a game that was developed by a team of 7 for the IDGB summer game jam. It is a 2D top down where the player controls a pirate ship and goes on a mission to defy Davy Jones. The entire game was created from scratch in a week.

I was the level designer for this game and got to work with an array of talented people. I created 5 unique levels for this experience.


Area 1 photo



"GET 'YER SEA LEGS, LADDIE"

The Tutorial Level




This level was designed to introduce the player to the core mechanics and features of the game. It starts with a fairly empty starting area that allows the player to become familiar with the controls. It features three islands that blocks the player's path and allows for exploration around them. The next section that follows get the player used to movement by giving them obstacles to move around and letting them explore 8-axis movement. After that, it leads to a long hallway that introduces the player to the rum mechanic and has them experience the speed boost it provides. The level then funnels the player to a treasure chest, introducing them to the key to unlocking the exit condition for each level. The last area of the level features a large, open arena that introduces the player to combat and using cover to avoid enemy fire.

This level serves as a foundation for the rest of the game and sets the player up for success in future levels.



"DEAD MAN'S COVE"

Bring on the Combat!




This level was designed to continue the player’s training on combat and let them work towards mastery of it. It features a plethora of enemy encounters and stacks multiple enemies on top of each other to keep the player moving and attacking at the same time. I wanted to get the player ready for the boss fight at the end of the game. While that fight takes place in an area, it features a larger version of what the player experiences in this level. I also wanted to feature multiple pathways and hidden treasure for the player to find, meaning they would have to explore the entire level to find the keys to exit.



"DRUNKEN SAILOR"

The Movement Maze




The two design pillars for this map were “lean on the motif” and “confuse the player.” I built the level around the idea of using doubles and giving small paths to the player that did not progress forward. I didn’t want this to get frustrating, however, so it quickly becomes apparent when the player has taken a wrong turn. The middle of the map features a repeating pattern of blocks that are designed to hide the treasure but not inhibit the player from moving forward. I wanted to create a fun level that could wind the player down from the tense combat of the previous level.



"WALK THE PLANK"

Bullet Hell Gameplay




This was the most challenging level to work on throughout the design process. This map required 4 different iterations in total; each one maintained the overall theme, but enemy placement and treasure all had to change. Our enemy designer also scrapped the stationary enemy types that we had towards the end of the project which meant I had to change some of the layout on the fly. It proved to be a fun challenge that allowed me to flex some muscles in a crunch.



"DAVY JONES' LOCKER"

The Final Boss




Davy Jones’ Locker is the final level in the video game and serves as the map to fight the eponymous boss. I wanted to create a classic arena level for the encounter. It starts with the player spawning in a small room where resources can be gathered in preparation for the fight. They then proceed down a hall and into the arena. The map itself is symmetrical in design, providing plenty of cover for the player to avoid gunfire and fight back. It’s also large and open, allowing the player to remain mobile for conflict. I had a lot of fun designing this one and while simple in design, is one of my favorites.