Summary
Project Breakdown
Group Project - 12 weeks, halftime (4 hours/day)
Created in The Game Engine
Goals
To create a fast paced platformer with one singular, polished main mechanic
Make a compelling narrative in an interconnected,
metroidvania inspired world
Procedural Art
Hampus Norman
Marcus Mellström
Art
Felicia Lindgren
Marcus Lembke
Mikita Kihan
Taras Kinley
Audio Production
Carolina Foghammar
Jorge Esteban Campusano
Reece Phersson
Level Design
Kasper Sandin
Alva Liljekvist
Programming
Alexander Englesson
Alexander Melander
Emma Stokki
Viktor Junell
Zakk Norman
Narrative
The realm lies shattered after a brutal war over the Medallions of Fire and Ice, ancient relics that when united with the legendary Blade of Will, grant their bearer the divine right to rule. Amid the chaos, a young war-torn woman discovers the Blade of Will and is chosen by its magic. Gifted with its powers, she embarks on a quest to cleanse the land and restore peace.
Xuanyi the Proclaimer, ruthless leader of an oppressive regime, wields the Ice Medallion as he hunts for its companion heirloom and the blade, unaware it already has a bearer.
Gameplay
Blade of Will is built around a single, polished core mechanic: the dash. It serves both as traversal and combat, letting players move through the world while slicing through enemies in one fluid action.
By focusing on one expressive ability, the design stays intuitive while offering depth through mastery. The key breakthrough came with the addition of dash resets on enemy kills, which transformed the game’s pace into a fast, continuous flow and allowed for denser, more dynamic encounters.
A time-slow mechanic supports players in high-intensity moments, improving readability while building on the feeling of control and speed.
The game embraces a high-risk, high-reward structure. Both player and enemies die in a single hit. However, short levels (20–30 seconds) ensure quick retries, keeping failure low-friction and the momentum high.
My Contributions
Designed the interconnected metroidvania styled overworld
Designed and set dressed the game’s 17 levels in collaboration with fellow level designer Kasper Sandin
Wrote and directed the game’s narrative
Project Coordinator
Beta Gameplay