Giant Beast Fight
Final look of the game
Links
Git repository
Itch page (builds)
Team roles
- Kauri Remm - Lead and artist, enemy AI
- Rasmus Lille - Tester and programmer, combat, Dash and movement
* Reio - Combat system
Emotions:
- Awe - For this the player is introduced to a giant creature, but the emotion is sadly short-lived as the player is thrust into battle.
- Insignificance - The initial encounter with the enemy may have this effect, but fighting and defeating the beast does not make you feel insignificant.
- Thrill - Fighting an unnatural enemy in close quarters for survival creates a good amount of thrill.
Premise

You are a lone fighter in a dark world. A big skull appears before you. You have to fend it off with your sword. Target skulls weak points to weaken it.
Design phase:

This is our attempt at an paper prototype. We didn't know what we wanted to do yet.
![]() | ![]() |
We decided to write down what we want and choose the features that scored highest. Then we drew some boss designs
Development phase:

When I first made skull
One of the first flights. Clearly a feature. (There was a problem with the player colliding with the sword and also the hitbox of the player didn't follow them if they moved in real life.)

2 hands!!!
Milestone 2


