RiftFall
https://oeodk.itch.io/RiftFall-the-corrupted-war
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Top-down Shooter
Game Designer
Combat Designer
Level Designer
Sound Designer
Narrative Framing
Asset Remixing
2-Person Team — Release the 13 november 2024
The Game in 48 Hours
RiftFall is a fast-paced, top-down action game built from scratch in 48 hours. The player navigates a war-torn arena, dashing and striking through waves of enemies. The core pillars: immediate feedback, fast movement, and reactive enemy pacing.
Developed on a custom engine built by my teammate, the game was designed and built with no visual editor, no prefab system, and no physics or collision preview.
My Design Roles
  • Combat Designer: Defined the player’s dash-attack loop, its timing windows, and basic feel
  • Level Designer: Created the entire playable space using LDtk, with no direct link to the engine
  • Sound Designer: Selected, trimmed, and layered SFX for actions, hits, ambience and transitions
  • Narrative Framing: Gave structure to the world, factions and corrupted conflict theme
  • Asset Remixing: Composed the whole level from a single composite sprite sheet with no separable tiles
Challenges !
I had to build the entire level using one flat image, meaning no modular tiles, no object layers, and no collision preview. This forced me to pre-plan visual rhythm manually, embed gameplay cues into background shapes and design collision and movement purely from layout intuition.
Despite this, the map delivers strong readability, progressive flow, and moment-to-moment clarity.
Tools & Engines: LDtk, custom engine
(by Lucas GOGNON)
Made with