Forsaken Realm
Forsaken Realm is a high-intensity action-roguelike featuring Sekiro-inspired parry combat and a Hades-style boss-rush loop, where a lone warrior must defeat back-to-back bosses, claim randomized upgrades from NPCs, and conquer a dark dungeon to save humanity
- Role
- Game Design
- Type
- 3D Third-person Roleplay Action
- Platform
- PC
- Team Size
- Solo Project
- Duration
- 3 Months
- Date
- 2024
Screenshots
Reflections & technical notes
Design Inspiration
This project actually started when I was playing Sekiro: Shadow Die Twice. I kept thinking—what if we mixed its combat style with roguelike games? It felt like they could fit together super well, like two puzzle pieces clicking. So I decided to try it out, using all the stuff I’d learned over time.
The final game is a boss-rush roguelike, and let me tell you, Sekiro’s sword-fighting mechanics really make the combat pop. It’s way more exciting and fun than I even hoped for. These two parts just work so well together, and the whole thing turned out to be really satisfying.
Game Flow
The game flow is: start by challenging the first enemy. Win, then talk to the NPC for a buff. Lose, start over. Defeat the last enemy to clear the level. It's a typical Roguelike structure and gameplay.
Area design
Starting Area
Players start by respawning at the front gate. There's an NPC nearby who teaches basic controls and combat fundamentals. A portal is set up in front of the gate; once players arrive, they'll start fighting enemies.
The First Room
The first room is small with a simple layout, and the enemies are relatively small. The overall difficulty is low, making it suitable as a warm-up level for players to familiarize themselves with the game's basic gameplay and operation methods.
The Tavern
The "Tavern" is a medium venue with small to medium enemies. Players can use pillars as cover to dodge attacks. Its dim lighting creates a creepy atmosphere.
The Bridge
The bridge is a rectangular battlefield with air walls along the edges to prevent players and enemies from accidentally falling off. Unlike other venues, this bridge is long but narrow, so players need to be more careful when facing multiple enemies.
The Dwarf's Forge
In the dwarf's forge, the venue is large, which may generate more than 2 enemies or multiple powerful enemies. There are square air walls in the factory to prevent players from entering non-combat areas.
Devil Land
"Devil Land" is the final battle venue when fighting the final boss. Players will battle in a disc-shaped area where large enemies continuously spawn to attack them, with the difficulty set to the highest. The edge of the disc is equipped with a ring-shaped collision as the boundary.
NPC Rooms
Each NPC has a unique room that cleverly matches their personality.
For example, the wine-loving dwarf has a tavern full of wine aroma; the burly devil has an arsenal stacked with various weapons; and the lazy skeleton has a messy room with disorganized equipment.
Player
Character
The main character's model has the typical traits of a hero. It has a ronin-like style and looks all weathered, like it's seen a lot of things.
Combat
Players will use swords to attack enemies and lift up shields to block attacks.
Gold will look much more noticeable than other colors, and it will catch people's eyes with a really grand and powerful aura.
Controls
The game also tells you how to control the characters. All of them are controlled with a keyboard and mouse, and the control methods are based on Sekiro: Shadow Die Twice.
NPC
Design
Each NPC has a unique design, with different looks, body shapes and heights. The one here is a dwarf NPC. He's pretty short, but he's a weapon master who'll teach players basic combat moves.
Dialogue
In the game, you'll chat with different NPCs. Each has their own way of talking that fits their personality. This NPC is explaining how to fight. Sometimes, NPCs' lines will tell you their own stories or the game's background.
Buff Gifts
Talking to NPCs gives you a buff, like more health or a longer parry window. The buff is a random choice between two options, so you can pick one based on your playstyle and it really affects the game's difficulty.
Enemy
Size & Stats
One enemy design has big enemies. Their attack power, speed, and health depend on size—bigger ones are stronger, slower, and have more health, smaller ones the opposite.
Enemies of the same type also randomly come in different colors, making things more varied.
Weapons
Enemy weapons look random to add variety, but their attack power and stats stay the same.
Breakdown
Take these three enemy types as an example. I roughly split each enemy's design into five parts, then tested and adjusted the values to get what we have now.
Because the values differ, there are small, medium, and large enemies. Each has its own strengths and needs different ways to deal with.
Assets & My Responsibilities
All models and scene layouts are legally used from Synty Studios. My responsibilities were limited to game design tasks, including adding animations, programming, and resetting terrain. No modeling projects were undertaken by me.