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Mutant Soldier: Stranded

Project Type:
Engine Used:
Language Used:
Primary Role(s):
Project Length: 
Solo Project
Unity
C#
Game Designer
Created in 6 weeks

Mutant Soldier: Stranded is a game I created for my Rapid Game Development class where we had about 6 weeks to develop a game combining two of the previous genre's of games we had already developed for the class. For this project, I decided to combine a maze game with a turn-based combat game, two of my favorites I had worked on. The player plays as a captive soldier who has been experimented on, and managed to break free while being transported on a plane to a new military base. Stranded in a mysterious forest maze, the player has to find their way out by battling mutant enemies they encounter in the forest. All enemies engaged in the game enter turn-based combat mode where the player and enemies have their own unique abilities. This game features puzzles, traps, and a unique talent tree system where the player can level up and unlock new abilities to use in combat via the talent tree.

Game Creation Process

Game Design

For the second half of my Rapid Game Development class we were to chose two of the previous genre's we had created and combine them into one game. I chose to create a game combining a maze game with a turn-based combat game. The player would play as a soldier who survived a plane crash in a mysterious forest and has to find their way out to win. In the forest there are mutant enemies that will be engaged in turn-based combat mode. The game features multiple traps, puzzles, and a unique talent tree and ability system. I used free assets I found online, mostly from Craftpix and Kenny Assets, and scripted the entire project using Unity and C# scripts.

Game Brainstorm Ideas and Concepts

Scripting

I reused some code I had created for my turn-based game Prodigy I had made previously in this semester, as I would be using similar structure for the turn-based combat. I improved my design this time to work with different abilities and to be updated depending on which talents the player had chosen to use. It was a challenge transitioning between real-time exploration mode and turn-based mode but I found a solution with switching camera's that worked. I tried to be creative when creating the puzzles and traps found within the maze so I wasn't reusing ideas from my Escape maze game I had created earlier in the semester.

Player Scripting

The player can move around the forest maze in real time and discover hidden traps, loot, and enemies. In order to escape the maze and win the game, the player has to find and upgrade a special axe to chop down some magical trees. If the player get's too close to an enemy, turn-based combat will begin and the player will have to fight the enemy.

Player Movement and Collectibles
Leveling Up and Talent Tree
Upgrading the Axe

Puzzle and Trap Scripting

There are multiple puzzles and traps throughout the maze, all of them required to find the colored gems to upgrade the axe to beat the game. Some of the puzzles were Legend of Zelda inspired but many of them I created because I thought they would be fun and interesting.

Grove Game
Haunted Graves
Ritual Game

Turn-Based Combat Scripting

When the player enters combat they fight the enemy in turns, using their abilities from the talent tree to defeat the enemy. I added two different enemy types to the game that have different attacks. Enemies also vary on their level, with higher level enemies doing more damage and having more health. After a battle is won, the player will receive experience and gold increase, then return back to the maze in real time.

Entering Combat
Player Abilities
Enemy AI

Project Take-Aways

This project was a lot of fun, designing the talent system and the maze puzzles were the highlights of this class. I learned a lot about working with flipbook animations, UI changes, camera changes, and scripting a working talent tree.

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