Relive the knightly adventure, and daring tale of Prince Yamato Take as you discover what it truly feels to be the prodigal second son of Emperor Keiko. Utilise silence, agility, and cunning as you explore a gorgeous universe brought to life through kabuki theatre and Japanese legends, all as you creatively eliminate your targets and explore the world through devious strategy, tactical stealth, and adrenaline pumping demon-fused combat.
More about the Project
Skill Focus: Programming, Prototyping, Level and Puzzle Design
Engine and Tools: ClickTeam Fusion
Time Spent on Project: 3 Months
Summary of Contribution
Yomi's Reflection was the first project I worked on from start to finish by myself, and I learned a lot along this adventure.
Instead of summarising what my contribution was, I'll instead describe some of the processes, showing documents and design as I went along. The game
is free to try from the link above, and I hope you give it a go despite its appearance to see how far I've improved over the years.
Created using ClickTeam Fusion, this was my second prolonged project after Solmec: Hollow Planet, following the story of Prince Yamato Take, a popular Japanese folklore that sparked numerous ideas for games.
Idea 1 - Top-Down / Open World Puzzle Game: A mix of the Hitman + Dishonored game genre where you have various ways to complete the game's goals utilising
tools left in the world, learning and following the enemies routines, and assassinating them. An added mechanic can be a Base-Building minigame where you command an army for raids.
Idea 2 - RPG Action-Adventure: Play as a lowly soldier travelling to the four corners of the earth. Fight gods to appease the elementals as your army grows in power, gaining better fortune in battle.
Idea 3 - Strategy Roguelike: A mix of Heroes of Might and Magic + Dead Cells. Play as the general of a kingdom as you expand your reign, exploring, conquering, and taking over more land.
Idea 4 - Sea Strategy: Control your boat as you gather resources, hunt, and wage war on enemies on the sea, trying your best to survive and eventually take down the angry sea gods.
Idea 5 - Soul-Like Action Roguelike: Travel through room after room as you gather powerups, abilities, and weapons all to take down the vengeful gods wanting your head.
Idea 6 - Exploration: Journey through the barren world as you explore the effect of each gods wrath, discovering more about their wants as you aim to appease them.
Through the project, I spent time designing and creating interesting
tools that the player can further experiment
with. This included eventually creating my own custom physics engine allowing for elements such as rigid movement, custom air control, wall climbing/jumping, ledge grabbing, grappling hooks, and an interesting dark/night mechanic that
allowed for more demon-infused abilities to appear when the sun went down. However, in order to take these ideas from within my head to an outlet I could playtest, I worked on creating a one-page game design document with a
core loop to plan out each game moment,
deciding to then start prototyping these mechanics.
Tetsubishi - Drop Spikes (60% Slow)
Dust Bomb - Puts out Fires.
Tarinoko - Firecrackers (Create Noise)
Clay Bottle / Rocks - (Make Sound)
Kusarigama - Sickle and Chain (Combat)
Shuriken - Kunai (One hit Kill)
Meat - (Distract Dogs)
I also worked on creating an aesthetically pleasing layout, despite using pre-created assets, I emulated a 3D world by
having 3 layers that the player can slip in and out of at any time. This allowed the world, which would usually be a
tightly packed 2D plane, to feel expansive, and allowed me to further play with the more distinct mechanics. Within this Prototype
I decided to focus more on the tutorial and puzzles, and as such there are only two complete levels to play.
This was the first project I worked on solo, and it helped expand my Technical and Game Design abilities to segue my work into Unity and C#.