It Never Ends!

Project Duration: 3 months

Engine Used: Unity Engine

Size of the team: 5

Role: Lead Game/Level Designer

Make sure to download the game files as it is not optimized for WebGL


I was responsible for the design of all aspects of the game from the character, weapons, enemies, the world, dungeons, soundtrack, effects used, balancing the game, and designing and creating the biggest level alongside the boss fight.

The main focus of the game was to make the player feel hopeless which is why permadeath is a mechanic as well as constantly depleting oxygen reserves where the player will start losing health when it is empty.

This short video showcases the start of the game and the introduction of the main mechanics of the game which are oxygen reserve, dashing, and the fact that the enemies are plants and rocks on the planet that come to life, however, not all of them do come alive and the player needs to watch out for them.

This video shows the cave dungeon in the game. The player can’t go to the next room until they kill all of the enemies in the room they are currently in. When the player reaches the end they will receive the shotgun weapon before leaving the dungeon.
In this video, we face the final boss of the game who is a parasite-infected astronaut from the same ship as the player’s character. The boss uses the shotgun weapon and can dash as the player does.
In this video, I explain why I designed the Overworld level the way I did and what are some of the rules that I imposed on myself to follow during the development process

In short, the swamp area in the middle of the map was designed to work as a HUB to the whole World and be the connecting point to all the different areas in the game including the tutorial area, cave dungeon, final boss fight, and an area reserved for a possible future dungeon. The player can use the swamp to orient themselves in the world and be able to figure out the path they want to take next. Another important rule that i reinforced in the design is to never have a dead end for a long path since we don’t have any items that could drop from the enemies. The only dead ends we had in the level were short detours in which the player can quickly kill the enemies and fill their Oxygen reserves.


3rd Party Assets Used: