Mech Warzone

2D Strategy Action Adventure / Playable prototype · v3.2

Mech Warzone

MECH WARZONE

Switch among three forms with independent health and energy pools. Explore hidden routes and gather boss intelligence to turn preparation into tactical advantage.

ELEVATOR PITCH

Manage three bodies and their limited resources; let exploration change the answer to each fight.

Switch among three forms with independent health and energy pools. Explore hidden routes and gather boss intelligence to turn preparation into tactical advantage.

Responsibilities

Game Design / Systems / Combat & Level Design

Project period

Ongoing iteration · Design v3.2

Team

3 people (1 designer / 1 programmer / 1 artist)

Contribution

100% of game-design work

CORE GAMEPLAY

What does the player do?

Mech Warzone is a 2D side-scrolling strategy action prototype built around three forms—Ancient, Future and Modern—each with its own health, energy, weapons, movement and skills. No form is universally optimal; switching transfers risk to another resource set.

Exploration is part of combat preparation. Hidden routes alter the path, chests reveal boss weaknesses, and new abilities open traversal and interaction options. Prepared players can avoid optional fights and preserve resources for the boss.

Melee actions recover energy, while ranged tools and skills spend it for control and burst. Exploiting weaknesses builds Heat and opens a stagger window; environmental objects provide additional ways to convert information into damage.

01

Explore

Read spaces and environmental clues

02

Identify

Find routes, abilities and boss intel

03

Configure

Choose a route and allocate resources

04

Break

Exploit weaknesses to build Heat

05

Burst

Commit damage during stagger

DESIGN HIGHLIGHTS

What should be remembered quickly.

01

Information changes difficulty

Hidden routes and boss intelligence reduce uncertainty and can bypass unnecessary encounters.

02

Three-form resource loop

Melee sustains energy while ranged and modern firepower spend it; independent pools force active risk allocation.

03

Boss pressure structure

Weaknesses build Heat, phase skills create deadlines, and stagger windows reward preparation.

04

Environment as a weapon

Objects discovered during exploration become damage tools and safer openings in the boss arena.

Genre

2D side-scroller / strategy action / exploration

Platform

PC

Scope

Approx. 30 minutes / single-level prototype

Systems

3 forms / independent health & energy / boss fight

Strategic inputs

Hidden routes, intel, affinities and environmental interaction

My work

Combat, character, enemy, level and world design

DESIGN BREAKDOWN

01

Design question

How can a side-scrolling action game support planning beyond immediate execution?

02

System answer

Split survival resources across three forms and make recovery, range and movement interdependent.

03

Exploration structure

Optional routes, intelligence and environmental abilities let preparation reshape combat difficulty.

04

Boss structure

Weaknesses, Heat, phase skills and time pressure create a readable combat rhythm.

05

Iteration focus

Version 3.2 expands enemy variety and completes the melee-recovery / ranged-spending loop.

LEVEL DESIGN

A prologue that combines story, tutorial and three-form unlocks

The route moves from an assassination through a world-merging incident and back to the company entrance. Movement, combat, switching and environmental interaction are introduced through events before the gatekeeper boss tests the full set.

01

Leave the assassination

Establish identity and reveal the destination early

02

Tremor at the tavern

Create motivation through the world-merging event

03

Robot assault

Turn story conflict into a basic combat lesson

04

Crossing eras

Unlock forms through Ancient and Modern spaces

05

Company entrance

Combine movement, combat and interaction

06

Gatekeeper

Test preparation and close the prologue

01

Show the destination first

The company entrance and gatekeeper appear at the beginning, so later detours and unlocks read as preparation for a known goal.

02

Hide instruction inside events

Movement, interaction and combat prompts arrive alongside the crisis instead of in a detached tutorial room.

03

Add one capability per room

Double jump, melee, ranged combat and environmental abilities each change both traversal and combat.

04

Let the environment tell the story

Broadcasts, tavern changes and maintenance spaces reveal eras while the player keeps moving.

05

Return exploration to combat

Hidden routes and NPC clues reveal weaknesses, mechanisms and usable objects for the boss.

06

Tighten encounter rhythm

Platforms, mixed-range enemies and interaction stack toward the company entrance and final test.

MY CONTRIBUTION

Game Design / Systems / Combat & Level Design

Contribution: 100% of game-design work. This portfolio presents an edited project summary; source files are not public.

SCREENSHOTS

Playable results and key scenes.

GIF / MOTION

Motion material to be added.

The full gameplay capture demonstrates the principal controls and system flow.

LINKS

Project materials and playable builds.

After opening a cloud drive link, check the filename and access code shown above.