top of page

Trials of the Archmage

TotAM Poster.jpg

Details

Trials of the Archmage is a 2D fantasy puzzle-platformer developed for Android devices in the Team Game Production 1 class at SMU Guildhall. The player takes the role of a young wizard learning to wield fire and ice magic in a mystical forest. In addition to the usual running and jumping, they use gestures to cast magic at the environment around them. The game has twelve standard levels and one secret level for the especially clever.

Game Statistics:

  • Engine: Unity 2D

  • Platform: Android

  • Genre: Puzzle-Platformer

  • Team Size: 4

  • Development Time: 12 weeks

TofA Top
TofA LD
Level/Game Design
Level/Game Designer

Duties

  • Worked as the primary level designer for the game, creating 10 of the 12 levels that made it into the final product. 

  • Paper prototyped each level, pieced them together in Unity

  • Gave all levels aesthetic passes with decorations created by the artist.

  • Came up with the mechanics of the game and established an overall vision to work toward and refine, milestone by milestone.

  • Created the Game Design Document and kept up with necessary documents for each milestone. 

Problem Solving

As my first design project at the Guildhall, Trials of the Archmage was fun to work on, but it offered its own set of challenges. We knew we wanted to make a magic-themed puzzle game from early on in development, and elemental magic was a natural choice for puzzle mechanics with clear functions that still make you feel powerful. We fiddled with four elements briefly, but we ultimately settled on the interplay between fire and ice, since we only had a team of four, with one programmer, one artist, and two level designers. Inspired by the early Harry Potter games, we wanted to create magic by drawing gestures on the tablet. This was initially tricky to execute on while still allowing the player to have control over the wizard character's movement, but by placing the movement controls in the bottom left and the jump button on the bottom right, this allowed the player to cast with their right hand whenever they didn't have to jump. That combined with a slow-mo effect while the spell was being cast allowed for smooth player movement and magic controls.

 

However, having only two elements to work with left us with a tricky interplay as designers. We had to think of logic puzzles that got progressively harder with only two powers aside from movement. As a result, we settled on fire as a destructive force that could kill enemies and burn obstacles while ice would create walkable surfaces out of water and enemies. They could also activate different kinds of moving platforms. On more advanced levels, players had to choose between destroying things in their way, but also depriving them of potential platforms to reach the end goal of the level. The player had to incorporate planning, timing, and positioning to get to the end of each level unscathed. And because we wanted to allow players to die or solve a puzzle incorrectly, we allowed for a near-instant restart whenever they wanted, keeping the punishment to a minimum.   

Design Breakdown
Level 5: Consequences
trialsofthearchmage-contentscreenshot1_o
  • “Consequences” is the first level of Trials of the Archmage that really challenges the player to think about using mechanics deliberately, and indeed when NOT to use their magic.

  • Like all but the secret level, the full extent of “Consequences” fits on a single screen, with the Standing Stone (the goal of each level) immediately visible, showing them the goal from the beginning.

  • The most obvious course of action is to burn the branch in front of them, but doing so prevents them from finishing the level. Instead, they must leave the branch in place and freeze then melt away the water below them, allowing them to get to the moving platform through the bottom path. 

TotA Breakdown 5
TotA Breakdown 12
Design Breakdown
Level 12: Stop-Block
trialsofthearchmage-contentscreenshot2_o
  • The final level of Trials of the Archmage, “Stop-Block”, allows the player to use their knowledge of the game mechanics, including the importance of thinking ahead, to their fullest extent yet, and they even learn one more new mechanic before the game’s end.

  • Like all standard levels of the game, the whole level again fits on screen, and the player can see the Standing Stone on the other side of the map that they need to get to. They see the Unibunny kept in check by a thorn bush, and an Armor Slug patrolling in the area players need to jump from to access the ice platform that will take them to the Standing Stone.

  • Players’ first instinct is to kill the Unibunny, seemingly in a threatening position that the players faced in a similar formulation in Level 11, but this time the Unibunny is actually a tool the player can use to counteract the Armor Slug. By burning the thorn bush and letting the Unibunny escape to the lower level, we see that it collides the Armor Slug and causes it to change direction.

  • It seems now that the player would be left with two enemies instead of one to deal with, but if the player remembers that Unibunnies can be frozen like they learned in Level 9, they can wait for the opportune moment and freeze the Unibunny in place, forming an ice block they can jump on to get up to the ice platform, which they can then take to victory.

  • Like in level 5, the player had all the pieces they needed to make the puzzle work, but the level presents it in a way that forces them to think differently. And if they are too eager to jump into the bottom area to deal with the Armor Slug, they end up getting killed by the Unibunny when they release it from the thorns, reinforcing the importance again of doing things in the correct order and thinking through your movements. 

Retrospective

What went well?

  •  Level creation workflow allowed many puzzles to be prototyped, implemented, and iterated quickly.

  • Coordination between designers and the programmer allowed for fun mechanics that interacted well with each other.

What went wrong?

  • Programmer giving too much input to the artist led to interpersonal conflict.

Even better if?

  • Keep roles and responsibilities between team members clearly defined.

TotA Retro
  • linkedin
bottom of page