The Climb
“Can you reach the top?”
Try and reach the summit in this dual-phase dungeon crawler designed for Android.
Legend tells of the magical power to grant a single wish. This wish has been used to birth and destroy kingdoms, bring fantastic wealth, incredible power, or decimate those you despise. This power is said to rest at the top of Mt. Crescent. Many have tried to face the challenges of the mountain, but none in recent memory have been successful. Will you have what it takes to seek your true destiny, or will you just be another one of the fools who never returned?
Specifications:
Engine: Unity for Android
Team Size: 4 Developers
Genre: Dungeon Crawler
Development Time: 4 Months
Features:
-Multiple Biomes
-Variety of weapons for different encounters
-Two different phases that test combat and dexterity
What Went Well:
Team worked well together and the vision for the game was clear from the beginning.
I had freedom as the level designer to create interesting levels and alter them based on player feedback.
Project felt very polished by the end and had minimal bugs.
What Went Wrong:
Alternate ‘climbing’ phase of the game was tricky to implement alongside the combat phase.
Enemy pathfinding issues plagued the project at the start.
What I Learned:
This was one of my first projects and my first on mobile. I learned a lot about designing for a variety of screen sizes, user inputs, and similar constraints on mobile.
Looking back, I wish I would have challenged myself to take on more complex tasks outside of my defined role.
I could have taken on more scripting tasks or been more vocal about my own skills and willingness to learn.
-Level Designer
Implemented tile-maps and enemy encounters
Acted on player feedback to improve experience and level flow
Created bullet-hell levels for alternate climbing phase of the game which tested players dexterity and intuition with combat removed
Managed level documentation and in-engine level assets
-Enemy Encounters
Balanced enemy stats, set spawns, and pacing
Regularly tested encounters and adjusted based on player feedback and project vision






