Slumber the Sea is a small turn-based combat RPG. Play as three aspiring dreamers, each with their own resource and playstyle, battling nightmare monsters in a fantastical shared dream.
Summarized Contribution
Co-designed and documented the turn-based combat system, keeping mechanics and player experience cohesive.
Led design of 3 distinct enemies, crafting their abilities and strategic roles in combat.
Owned the combat UI and UX flow, designing for clarity, responsiveness, and player feedback.
Co-developed in-engine tools and core combat features, solely implementing the selection screen, HUD elements, and character resource systems.
Scripted and prototyped the "lazy susan" combat system, where game takes place on a rotating platform.
Players can click the character they want to control, and the camera will swings around behind them, letting the party act in any order each round. Characters who have already taken their turn become unavailable, so players can see at a glance who is still left to act.
This prototype will later be refined and iterated into the look and feel of the shipped game.
Combat Layout
Designed the combat layout concept, mapping out the character action menu, party positioning, and turn HUD to show how a fight would look and read on screen.
Turn Flow
Storyboarded the flow of a character's turn, showing how combat looks before, during, and after each action.
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