Explore a mysterious ruined temple and master the art of fireball ricochet! 

Welcome to DEEPLANDS, a dark and mysterious world where a little spider is exploring a ruined and abandoned temple. Use your fireballs and your psychic Ghost Hand to ricochet them off the Totem Blocks to hit things out of reach, but be careful of the dangerous enemies lurking in the shadows!

Note: The game may take a while to load, but after that it should run fine

Controls:

This game can only be played with an Xbox controller (as this was the ONLY controller type that my university accepted besides keyboard controls) so please use one. If you do not have one, here is a link to a full playthrough to showcase the game: Playthrough

Note: For some reason the A button is no longer working on controller, I will make a patch to fix it soon. In the mean time you can press 1 (on the keyboard) when highlighting an option to choose it, and use LT to jump, everything else is working as intended. Apologies for the issues and I will hopefully have it fixed soon.

Further Information About This Game

DEEPLANDS was my submission for an assignment during my second year at university. We were tasked with working in a team for the first time and creating a platformer game under extreme restrictions. 

  • Level 1's Restrictions: The level design was already designed for us and we needed to design 2 unique mechanics to overcome the obstacles in the level (the pit and wall)
  • Level 2's Restrictions: The level design had to remain the same as level 1, but this time we had to add an enemy that could hurt the player (In our game, we opted to change how you approached the level in order to keep it interesting since the level design had to remain the same)
  • Level 3's Restrictions: The level design was open for us to create ourselves, however, it had to remain within a set size of 50x30 in-engine units.

This game was our course's first team assignment and we joined with the Game Arts course in order to create all the art assets used. For this project, I was the director for the game, a programmer, and co-art director. I managed the entire team, laying out a plan of jobs for everyone to complete each week and overseeing the entire game's development. I worked very closely with each member of the team to ensure communication was constant and that everyone was happy with their jobs and workload.

This game was a tough assignment due to the restrictions placed on us but I feel it made us create more unique and interesting ideas and for our first time working as a team, I feel like it turned out quite nice, especially thanks to the wonderful art created by our artists.

Note: For this game, the mark scheme was VERY specific about what we would and wouldn't be graded on. Things like having more than one enemy type and more than 2 unique mechanics would not be taken into consideration when grading. Among these things, a title screen was one of the things that would not get us a better grade, and since I had another assignment due within the same week, I opted to leave it and spend that time on my other assignment: DON'T GO, UFO!

Made with: 

Grade Achieved: A+

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