Mythical Messenger
Snapshots


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.
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Ensures consistent enemy movement for better player anticipation and aiming.
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Maintains a smooth, recognizable mini-game aesthetic.
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Balances challenge by providing a controlled yet engaging enemy flow.
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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:
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Developed Enemy Pathing using Spline-based Movement, allowing for fluid and controlled motion.
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Created the Bubble Gun System, including its unique loading mechanic, to enhance player agency and weapon strategy.
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Programmed Shooting and Tracking mechanics, enabling accurate targeting and responsive feedback.
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Designed a Dynamic Enemy Spawning System, balancing challenge & pacing.






Gameplay & Features:
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Fast-Paced Shooting – Fire bubble projectiles to deliver messages to creatures in a mysterious realm.
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Spline-Based Enemy Movement – Enemies follow predetermined paths for controlled encounters, rewarding player pattern recognition.
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Scoring System – Taller enemies reward more points, while smaller ones grant fewer, adding a risk-reward element.
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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.
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Focused more on what the player shouldn’t be able to interact with rather than what they can.
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Experimented to determine what "feels good" when using the mouse.
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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.
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Focused on active engagement by requiring the player to use the mouse to manipulate objects in the environment.
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Experimented with the bubble gun being the aiming tool.
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Reiterated on the manual element of loading the bubbles, making shooting targets a more hands-on experience.
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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.
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Enhances immersion by making the action feel like actually "blowing" a bubble.
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Strengthens the connection between mechanics, creating a cohesive & intuitive experience.
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Emphasizes the manual interaction, adding a tactile and engaging element to gameplay.
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Reinforces the game's theme by making bubble-shooting feel natural and satisfying.