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Decompression

Get ready for the intense and fast-paced action of Decompression, a retro-styled first-person shooter. Immerse yourself in an underwater facility, tasked with exterminating enemies and acquiring encrypted data. 

Drawing inspiration from Ultrakill, this adrenaline-fueled adventure offers three unique weapon types for you to wield. Glide and dash through the facility, utilizing your agility to swiftly navigate deeper into the depths. Engage in relentless fights, showcasing your skills and reflexes. 

Can you survive the depths and accomplish your mission? Prepare to dive into the action in Decompression.

Project breakdown

My Contributions
  • Developed in 16 weeks, halftime.
  • ISTE (Our programmers engine)
  • Available at Itch.io
 
  • Level Design.
  • ​Balancing
  • Game Design
 

Credits

Level Designer
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Decaying Software

Playtesting

My fellow designer provided feedback from the internal playtest about whether the combat was too hard or too easy. This feedback facilitated finding a balance for our external playtest. By receiving feedback, we understood what needed to be changed and how to maintain the game's momentum in terms of combat design.

Balance

There are three types of enemies I needed to balance. The first type was a melee enemy, the second was a ranged enemy, and the last was a mini-boss that was also a ranged type. I balanced these enemies based on both internal and external playtesting to gather valuable feedback. Initially, I made the enemies very difficult to defeat, which adversely affected the gameplay experience. Consequently, I realized the need to make them easier to handle temporarily.

Reflection

This project was enjoyable to work on, and we communicated well with each other. Given more time, I would refine the game balancing aspect, potentially by introducing difficulty levels like easy, normal, and hard. Implementing this feature would offer a better understanding of game balance and allow me to optimize it for each difficulty level.

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