René Adam-Richer
Game Programmer
Prismatic was made for a class with the theme of "Finally United". I used the idea of light being divided into six colors of the visible spectrum, with the goal of the game being to find them all and reunite them.
  • Solo Development
  • Focus on level design
  • Assets made using Aseprite

Completion: Dec 2021

Work Time: 2 weeks

Platform: Unity

GAMEPLAY
DISCOVER AND FIGHT
Prismatic invites the player to explore an abandoned spaceship in a quest to collect all the missing colors of the spectrum and reestablish power onboard.
In their adventure, the player must fight three different types of enemies.
POWER UP
Each new color provide the player with a new PowerUp.
These include bullets, the ability to dodge, bouncing lasers, mines, a bullet circle and a shield.
DEVELOPMENT
TILEMAPS
The main level was designed using Tilemaps.
Multiple Tilemaps placed at different angles allowed for interesting level layout. Sprite Masks were used to clean up Tilemap Sprite intersections.
COOLDOWN
I designed each skill to have a different cooldown.
Skills were internally responsible to keep track of the last time they had been used.
CLOSING THOUGHTS
Even though I received feedback that the game is very difficult, I was aiming for a high difficulty level from the beginning, so I am satisfied with this result.
The only thing I find missing is more randomization, whether through randomized rooms, enemies or weapons. I improved on this aspect in future projects such as TBDoom and Neon Nightfall.
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