Morpheus is a surreal puzzle adventure game where players take control of a fallen hero within a dream world. They must explore the environment and encounter the memory wisps of creatures the hero has unjustly slain and gain their powers either forcibly or with forgiveness. Using these forms will open up more of the world to the player.
This ice cavern was one of the zones that showed off the game idea in a presentation.
In the player's travels, they will come across a variety of forms that they can shift into. Each form contains 1-2 powers that are easy to use and learn without a tutorial. These forms will aid the player in solving the variety of puzzles that challenge the player in the dream-like world of Morpheus's domain.
The garden is one of the areas that helps teach the player how the world bends the shifted forms' powers.
Puzzles in Morpheus need to be designed in a way that encourages the player to learn and understand the environment without any words, prompts, or tutorials. What may be a simple concept in the beginning could escalate further in the future as a complex puzzle.
Puzzle design was agreed to be limited with explanation and appearance to a single panel for easy to teach flow.
Lead Level designer and creative director of the team.
Creation of team documents to make the recording of information and brainstorming easier.
Developing and documentation of puzzle designs
Development of forms and memory rifts that accompany them.
Level designing zones using given assets
Surveillance, creation and editing of GDDs, documents, and other such files.
Forms assisted the team in streamlined asset and idea creation.
The creation and presentation of areas and puzzle mechanics has been overall accepted well to most audiences
The creation of new forms and abilities is rather simplistic and easy to mesh together with previously made forms.
Designing areas is very fun and quick thanks to the asset pack provided by the team lead and artists.
What Went Right
The controls have been a bit iffy with new iterations making old areas and puzzles obsolete.
Communication from some of the team members has made some tasks rushed and/or put on hold.
It is difficult to play-test when things are not presentable or working currently. Puzzles need to be made to be tested, after all.
What Went Wrong
NOTE OF INFO:
This project is currently in development. There will not be as much files and/or videos here due to such.