Gameplay

Collision of Realms is a game that I developed for a Freshman year class as an attempt to find an unconventional way to make a 2D Platformer. This game was developed entirely alone, showing my lack of experience at the time through a fairly cluttered UI and poorly designed tutorial. This is a game where you move by using a tether, paired with gravity manipulation, a kind of "telekinetic shove-off", and a "slam".

Collision of Realms was a game I designed for my first game design class at Bradley University. We had to design a 2D platformer, but I was too excited to start playing with 3D objects, so I convinced my professor to let me work on a 2.5D game, which provided a game similar to "Getting Over It". This was a solo project in which we were each trying to make a small game with about 1 level worth of length, more akin to a "decently dressed" prototype. 
I didn't want to go with an ordinary platformer where walking is the player's transportation, as I found this to be "too familiar". Instead, I chose to have movement be based around the player using a tether. This required the addition of extra abilities necessary to make proper use of the tether, such as the ability to increase the strength of and flip gravity. Alongside these, a few extra small abilities seemed interesting to add, being a light "push off", for bursts of speed when near something, and a slam, for sudden downward bursts of movement. These abilities, paired with the tether, allowed for a fairly interesting set of potential movements based on the redirection of forces through the tether.
I attempted to do my best to design a short tutorial, introducing all of the abilities and providing a decent testing spot. However, I quickly found I was not the best at explaining mechanics to players through the game, as many players often played in a fairly limited style. In the future, I would pay a little more attention to how I'm testing a player's use of abilities, as well as provide longer testing sections with somewhat more of a lead.
Each model was made in Blender, with all textures being generated and baked from Blender's shader nodes, with noise maps being the base of textures. The music for the game was made in FL Studio and designed to set an unnatural atmosphere. It was then rendered and filtered/mastered through Adobe Premiere Pro.

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