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These Damn Demons!

(PC)

The Game

The core of the game is combat. The gameplay is fast-paced, plus it contains small strategic elements. The player will be able to climb the tower very quickly by running through level to level while fighting enemies

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Imps are the main resource of the game, they determine the efficiency of the player, who is encouraged to accumulate as much as possible

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The character has simple animations, managed by smooth and responsive controls

The Concept

We wanted to create a game aimed primarily at an audience that prefers Platform and Run and Gun games with a strong combat component. "These Damn Demons!" is also aimed at fans of the Dark Fantasy (with ironic elements) and lovers of the medieval and infernal setting

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The goal of the game is to climb the Divine Tower, which is divided into segments. At each intermission there is a checkpoint that saves game progress and supplies the player with his main resource: the "Imp", funny little demons that will follow the player. The greater the number of Imps, the greater the offensive capacity and therefore the probability of survival. Enemies hit are damaged and knocked back in the opposite direction. Another way to use your Imps is a shield that will absorb enemy bullets.

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I Worked On:

  • Game Concept

  • Level Design

  • Game Mechanichs

  • Sound Design

In this project I mainly worked on the level design and its focus, verticality, keeping in mind the movements of the character (speed, jump height, wall jump etc.) and the space limitations given by the size of the tower

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Me and my team also took care of creating the satisfying, fast and smooth mechanics and controls of the game

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I also worked on all the SFXs in the game and on the music, composed and created entirely by me

The Problems

One of the main problems was creating mechanics and level design that worked in very tight and limited spaces. To fix this and to keep the fast paced rhythm we wanted at the same time, we limited the movement speed of the enemies and gived the player a shield

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Another debate was precisely about the shield. The initial idea was a dodge to make everything more adrenaline but, again, due to the vertical and narrow spaces of the tower, we decided that the shield was the best choice to make everything less confusing

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