GamePlay

Character Design

NightMare

Platform: PC
Team Size: 6
Project Duration: 3 months
Engine & Tools: Unity, Photoshop, Google Docs, YouTube

Project Overview:
Nightmare is a 2D horde survival action-adventure game developed for PC, where players assume the role of a child trapped in an ever-darkening dream world. As the dream progresses, the player must battle waves of increasingly grotesque monsters and demons, transitioning from seemingly harmless, cuddly toys to terrifying creatures. Developed by a team of six university students over a three-month period, the game seamlessly blends atmospheric storytelling, dynamic combat, and engaging progression mechanics.

Gameplay & Mechanics:
Players can unlock and upgrade up to 10 distinct weapons throughout the game, each with unique abilities. Upgrades are powered by premium currency earned through gameplay, and each weapon offers its own distinct improvement path. For instance, upgrading the Marshmallow Mace adds a second mace, enhancing the player’s damage output.

Art Style:
The game utilizes a 32x32 pixel art style, embracing a cartoon-like aesthetic that balances nostalgia with an eerie, surreal atmosphere. This minimalist style effectively conveys both the whimsical and increasingly sinister aspects of the dream world, enhancing the player’s immersion as the environment shifts from playful to nightmarish.

Key Responsibilities & Contributions:

  • Team Leadership & Project Management:
    Led a multidisciplinary team of five other students, managing timelines, task allocation, and ensuring effective communication across all development phases. Coordinated all aspects of the project to ensure successful delivery within the set timeframe.

  • Gameplay Systems Development:
    Designed and implemented the game's core health and damage systems for both enemies and weapons. Developed weapon upgrade mechanics, determining how each upgrade affects gameplay performance, and balanced these mechanics to enhance player experience.

  • Art & Asset Creation:
    Created visual assets for both enemies and weapons, contributing to the game's distinct dark and eerie aesthetic. Designed the art to complement the evolving tone of the dream world, with increasingly menacing visuals as the game progresses.

  • UI/UX Design:
    Developed and implemented the game's user interface, focusing on intuitive design and smooth player interaction. This included designing HUD elements and menus to align with the overall theme and ensure seamless navigation.

  • Scripting & Coding:
    Authored key gameplay scripts, including enemy behaviors, weapon functionalities, and player interactions. Ensured that the technical aspects of the game aligned with both creative and gameplay goals.

Rickey is who the player plays as he is a young boy who suffers from abuse from his family and doesn't have a very good home he escapes reality by dreaming a lot but those dreams soon turn dark as his dreams become more and more dark the longer the dream goes on for until he either overcomes the nightmare or succumbs to it.

Weapon Design

The game features a total of 10 unlockable weapons that players can access and utilize throughout their playthrough. Additionally, players begin with a default attack known as "Breathing," which is available from the start.

Sceenshots

All weapons can be upgraded using premium currency, which players can earn through gameplay. Each weapon features unique upgrade paths—for instance, upgrading the Marshmallow Mace adds a second mace on the opposite side, significantly increasing the player's damage output.