Set in a high fantasy setting in a Sámi and Finnish folklore-based world, in a smallfolk, woodland fae village. This magical world is threatened by an encroaching force of Corruption which seems to be intent on stealing the magic from its surroundings. The player, one of the most promising upstart heroes of the area, is called to enter the Stallo Place and search for the power to cleanse the corruption.
A timescale, turn-based Roguelite - a loop-based game that has meta-progression, in this case not focused on power scaling but run customization and RNG manipulation - with unique mechanical implementations that seek to push the boundaries of turn-based gameplay. The focus is around interesting timescale mechanics, combat functionality, and an unfolding narrative that has a unique perspective on the preservation of culture vs the cosmic bliss of oblivion.
The player enters into the Stallo Place and passes from the beautiful, miniature scale village into the area surrounding the Place - high magic, vivid coloring, and magical creatures. Then, the player crosses the borders into the place’s actual domain, and has a visual shift into a twilight between worlds, the same environment suddenly becomes bathed in blues, purples, and a foggy haze. As you progress into the Place itself, a grand tower buried downwards into the earth, it becomes cleaner, less wild, less overtly magical - and you are met with a sense of wonder, oddity, otherness, grand scale. As you descend into the Place proper, the corruption starts to appear again, morphing the grand Place into a horrid, decaying, terrifying place.
When you win (or lose) a run, you wake up outside the periphery of the Place, as if from a dream. Time has passed, but no-one is quite sure how much. You have some of your belongings, remember everything vividly, and are more prepared to find the secret to being able to beat back this Corruption that now clearly infected even the places that you seek to find answers within. The player obtains more information on how magic works, the town grows in its ability to support the player, and you are able to delve deeper into the dungeon as a result.
I have designed and developed a few major systems:
A grid based movement system with a scalable entity manager, time tracking, enemy perception, line of sight, and more.
An incremental turn based system - every action the player takes, progresses time by that amount after the action is performed. All other entities then act in whatever ways they are able to repeatedly until they have 'caught up' in time to the player.
A performant grid manager and turn tracker, capable of having ~100 enemies active at any given time, with debugging visualizer available.
Enemy AI - enemies have perception and track you, pursue you, and can lose track of you based on distance and speed (attacking you is coming soon)
An inventory UI with draggable and action-based interaction systems. Scrolling, pickup/swapping, and data serialization for saving. Each item is a scriptable object that holds stat effects, player stat modifications, and more.

