Game Description
In Monster Odyssey, you play as a mischievous young monster who has wandered too far from its cave, lured by a mysterious fairy deep into human territory. As dawn approaches, you must stealthily navigate through dense jungles, dark towns, and treacherous landscapes to return home.
This 2D side-scroller focuses on stealth and escape, with players using a variety of tricks to bind, stun, or scare enemies and avoid detection. The game’s atmospheric design and tension-filled gameplay make it a captivating mobile experience that challenges players to think and act quickly.
Things I Tried To Do In This Project
Mind Map
UI Flow
Project Goals
The primary objective of this game is to make a document ready project straight for development and showcase my ability to conceptualise, plan, and articulate a game from inception to execution. Through this project, I aim to highlight:
- Simple Design Documentation: The development of game mechanics, level design, and user experience through comprehensive documentation.
- Visual and Functional Integration: How concept art, UI/UX wireframes to create a cohesive and engaging game experience.
Feature List
- Stealth-Based Gameplay
- Multiple Tricks for Evasion (Bind, Stun, Scare)
- Attack Abilities (Cocoon Bind, Deafening Roar)
- Defense Abilities (Camouflage, Mind Control, Hide in Bushes)
- Diverse Environments (Jungles, Human Towns, Caves)
- Progressive Difficulty Levels
- Hidden Secrets and Collectibles
- Responsive Enemy AI
Research Source & Links
Hero Character Inspiration
Enemy Character Inspiration
Environment Inspiration
Hero Power Inspiration
Link 1 Link 2 Link 3 Link 4. Link 5 Link 6
Disclaimer – Some inspirations and assets used are credited to their respective creators. Efforts were made to provide accurate links where possible. Please contact me for any omissions.
Conclusion
“Monster Odyssey was developed as a design exercise to demonstrate my conceptual and design skills. While there are no plans for further development, this project highlights my ability to create and refine game concepts, reflecting my approach to game design.”