SPEARLOOM

Spearloom is a 2D momentum-based platformer where players must traverse and swing through levels with the use of a grapple spear. The game revolves around Kimiko, as she explores a world filled with many obstacles, hazards and challenges.

My Major Roles:

Pixel Artist

Player Mechanic Design

Systems Design

Player Mechanic Design

The player character was designed to with the goal of a low floor - high ceiling difficulty curve. We designed the player to be simple to pickup and smooth to play, but also allowed the player to build up momentum and speed for more higher skill game-play.

Considerations for player design included:

  • Ground movement vs air movement

  • Spear learning curve/ease of use

  • Interactions with various obstacles

Level Editor (System Design)

Early in production, we recognized the need to rapidly prototype various level concepts. In order to facilitate that, I designed the concept for a level editor and a scene graph to fulfill this need.

Considerations for this level editor included:

  • Rule-Tiling

  • Tile Layers

  • Tile Randomizer

  • Enemy/Object Placement

  • Navigation Nodes

  • Room Export/Loading

Pixel Art

A goal in the design for our project was to create assets that focused on readability. As such, we created two tile-sets to differentiate between grapple-able objects.

A challenge we found was a need to differentiate between the background and various game objects. To resolve this, the background saw multiple variations, going from a bright day scene to a night scene. We also created a background tile-set for when further separation was needed.

Meet The Team

Pixel Artist/Mechanic Design

Cody Archambault

Producer/Technical Design

Traveen Weerasooriya

Level Design

Javier Angala

Character Programming/Character Art

Sarah Watts

Systems Programmer

Emma Stitt