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Designing Powerful Combat
One of my largest design goals was to make the player feel powerful as a wizard. Magic is inherently awesome, and I wanted to exemplify that fact through the combat's design and feel.
Originally, players would have one basic attack and a spell they picked up in the dungeon, fueled by a mana bar for each cast. However, I found this design too limiting for the player's offensive potential. I changed my approach, increasing the number of available spells from two to four. Additionally, I gave each spell a cooldown, forcing the player to adapt their playstyle when spells were unavailable.
To add to the player's power fantasy, I added a dash mechanic to make combat feel snappy, as well as a dynamic camera and screen shake to sell the impact of more powerful spells.

The player's apartment

The "workplace" reward room

Old Combat Design

New Combat Design
Unconventional Mechanics
Part-Time Warlock's hook lies in its humorous premise. Therefore, I ensured its mechanics and progression system reflected and satirized "adulting".
I took a unique approach to roguelike gameplay loops; players can only progress through each stage of the game once they've paid their rent in gold Their earned gold is also used to purchase upgrades in their apartment, incentivizing players to earn above and beyond their base paycheck.
Player rewards also play into the adulting theme. For instance; I designed one of the reward rooms as a common workplace break room. The reward is a refrigerated cup of coffee that slows down time.
ROLE
Lead Gameplay Designer, Lead Gameplay Programmer
Team Size
5 members
Description
Magic doesn't make you immune to adulting. Part-Time Warlock is a top-down, 2D dungeon crawler about a wizard fighting monsters to pay his rent... lest his landlord steal his soul.
YEAR
2022 - Present
GENRE
Dungeon Crawler
Technologies Used
Unity, C#
PLATFORM
PC
Part-Time Warlock
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