![](https://static.wixstatic.com/media/23deba_5975b66a197b4df8a0cf2708410a42f8~mv2.png/v1/fill/w_1920,h_778,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/23deba_5975b66a197b4df8a0cf2708410a42f8~mv2.png)
Valk Game (ValkAPF)
Developed initially as a remake of my second year project, and currently on the third total project iteration.
This currently untitled project is an experimental platformer / combat hybrid featuring a small telekinetic character.
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Using a mixture of projectile, melee and special attacks, the aim is to create a fast-paced platforming experience that addresses the common complains of PS2-era platforming games featuring clunky or pace-breaking combat systems.
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The key aspects of design for this iteration of the project are:
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The character should control smoothly and quickly, with minimal stop & start unless in service to the movement at large.
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Any combat actions should have dual function as either a platforming or puzzle solving tool, ideally as both.
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Enemies should be not only an obstacle, but a tool that can be used to aid platforming.
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Player's should be encouraged to find their own path through the level, and be rewarded for such.
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The project is still in a conceptual phase, primarily with experimentation of combat mechanics and level design that can accommodate such a mobile character, but a promising gameplay loop appears to be forming.