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

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Arc of Euclid