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Fallen Guardians

Role: Game Designer | Programmer | QA Tester

Tools: GameMaker Studio | Aseprite 

About

Fallen Guardians is a single player 2.5D Adventure RPG game where players explore a fantasy world fighting mobs to strengthen themselves through leveling and finding more gear. The players experience the story through npc interactions and going through quests to get rewards. The final goal of the game is defeating every guardian(boss) in every region in the game to liberate the lands from their oppressors.

Fallen Guardians was created by a 5 man team for Sheridan College’s GameMaker contest set to compete against 20+ other teams, the game ended up in first place. My role in the project was working on the design of the game and some of the more general programming. I had also worked as a QA tester during the project working through our systems to ensure that we were making our implementations following our design goals and that the game was at a level we wanted it to be at .

Background 

This game started with a group of 5 friends and classmates with a goal of competing against 20+ other teams in the Sheridan GameMaker competition. With the theme for the contest being set as fantasy, me and my team knew we wanted to create a fast-paced RPG with abilities that could combo into each other and create fluid and fast combat.

Me and my team had three core design pillars when developing the game them being: 

  • Fluid Fast-paced Combat: We wanted combat that was fluid and could take a combination of light attacks, heavy attacks and be able to combo into/with skills.
  • Semi-Open World: We wanted to give the players options on where to go and how to experience our game with the limited amount of resources we had. Focusing on a semi-open world lets us create an open experience while still being able to design our levels with more scrutiny.
  • Character Progression: We wanted our players to feel that they had different ways to play each of our characters and could make them stronger as the game progressed. We wanted each character to feel like they had a unique growth and play-style dependent on the character.

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