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At The Mountains of Time

A Top Down Shooter that bends the boundaries of Time and Space

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My Roles:

Level Design

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I designed and implemented three levels, the last of which is ten minutes long.

I found the most fun in the level design in this particular project in both designing the combat encounters and the number/type of enemies and also pacing the player's health. There are no checkpoints, so it was fun to pace the level as a single experience.

Mapping out the levels themselves and pacing the narrative moments and respite points was also fun. The story (and Title) of this game is inspired by "At the Mountains of Madness."

Combat Design/Programming

I also designed the combat system, the enemies, and all of the player abilities. The time mechanic was inspired by Superhot.

The bullet interactions with the time mechanic is one of the most fun aspects of the game. When time is slowed, any bullet collision will also slow down the resulting ricochet. Players can time this so that they can save themselves at the last second by slowing time and shooting a bullet that's about to hit them.

They can do the same thing off walls, where they wait in slow time until they bounce off the wall so that even when time resumes normally, the bullet still moves slowly.

There is also a special ability that the player has on a cooldown in which the player and their bullets move at normal speed, but the enemy and their bullets still move slowly.

 

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