top of page

Mythical Messenger

Snapshots

CharactersRunning.gif

Enemy Spline Movement 

I chose to have enemies move along a spline track to maintain a smooth and predictable feel, making it easier for players to line up shots. This approach keeps pacing controlled while ensuring enemy movement feels fair and readable.

  • Ensures consistent enemy movement for better player anticipation and aiming.

  • Maintains a smooth, recognizable mini-game aesthetic.

  • Balances challenge by providing a controlled yet engaging enemy flow.

  • Prevents frustration by avoiding erratic or unpredictable movement patterns.

Game Overview:
Mythical Messenger is an arcade-style shooter game where you act as a messenger of fate to pass on messages of encouragement encapsulated within your bubbles.

Engine: Unity

Platform: PC
Type: Jam
Team size: 7
Duration: 3 Days

Tools: Unity, GitHub
Role: Game Designer, Lead Programmer
Build: Itch.io

My contributions to the team:

  • Developed Enemy Pathing using Spline-based Movement, allowing for fluid and controlled motion.

  • Created the Bubble Gun System, including its unique loading mechanic, to enhance player agency and weapon strategy.

  • Programmed Shooting and Tracking mechanics, enabling accurate targeting and responsive feedback.

  • Designed a Dynamic Enemy Spawning System, balancing challenge & pacing.

Gameplay & Features:

  • Fast-Paced Shooting – Fire bubble projectiles to deliver messages to creatures in a mysterious realm.

  • Spline-Based Enemy Movement – Enemies follow predetermined paths for controlled encounters, rewarding player pattern recognition.

  • Scoring System – Taller enemies reward more points, while smaller ones grant fewer, adding a risk-reward element.

  • Unique Loading Mechanic – Load and fire messages one by one.

Design & Development

Mouse Interaction

I started by working on the mouse interaction, aiming to allow the player to control and manipulate objects within the game space using the mouse to click and move them.

  • Focused more on what the player shouldn’t be able to interact with rather than what they can.

  • Experimented to determine what "feels good" when using the mouse.

  • Considered the mouse click & move as part of the main mechanic for the game's "manual effect."

Bubble Gun Tracking 

Experimented with a bubble gun coupled with the manual loading of the bubbles because it seemed cool for the idea to be like a carnival-style type of shooting.​

  • Focused on active engagement by requiring the player to use the mouse to manipulate objects in the environment.

  • Experimented with the bubble gun being the aiming tool.

  • Reiterated on the manual element of loading the bubbles, making shooting targets a more hands-on experience.

  • experimented with combining the two mechanics to then interact with one another.

Manual Reload + Bubble Interaction 

After creating the two mechanics, I realized how well they work together when put into action. It really helped sell the point as if you're "Blowing" a bubble because of how manual it is.

  • Enhances immersion by making the action feel like actually "blowing" a bubble.

  • Strengthens the connection between mechanics, creating a cohesive & intuitive experience.

  • Emphasizes the manual interaction, adding a tactile and engaging element to gameplay.

  • Reinforces the game's theme by making bubble-shooting feel natural and satisfying.

Contact Me!

Ricon.png
itch-io-icon-2048x2048-i6hzclad.png
image_edited.png
bottom of page