Trapped Soul

Trapped Soul is originally a prototype made in 2017. This is my first prototype using Unity engine. inspired by the quote “failure is the foundation of success“.

The game core mechanic is around the traps that kills the player. The player can see them only when he is dead, but can’t interact with the world. So, by memorizing their positions, the player can avoid them and progress.

In October 2019, I’ve decided to remake the prototype using my new design and technical skills.

Every VFX effects in this project are my work and generally are here to provide feedbacks to the player.

I’ve removed and changed a lot of things that was in the first prototype according to the playtests results.

Major changes

  • World space navigation became discrete instead of continuous. This design decision was made because of the obvious difficulties that the players have to remember the positions of things in a continuous space. They know approximatively where things are but not exactly. So by the nature of the traps, that kills the player immediatly, it caused great frustration because “I knew it was there but I ran into it anyway !” or  “I wasn’t even on it!”.  Indeed, the human brain remembers much more easily the location of things when they are in a discrete space. So there, I decided to change the way of navigation of the character that became box to box, and represent thoses boxes by a checkered texture on the ground. Now, when the player dies, he feels it’s not the game’s fault, but his. And be punished by its own fault feels much fair!
  • Camera became isometric-like instead of top-down. I changed the camera positions for several purposes. The isometric view present a more large field of view “in triangle” and this helps the player to find his way in space and allows him to see more interesting places and wanting to satisfy his curiosity by exploring them.

2017 prototype

Date of creation:
November 2019 to march 2020

2019 prototype

Hiding other things than traps

I’ve wanted to create an experience around memory and discovery. And fundamentaly with the life and death system, remember of what you’ve discovered. Adding secrets paths, chests and story telling rewards exploration and memorisation.

Punishing the player

In this game, death is punishing by two ways : you have to backtrack to a phoenix pedestal and if you’re carrying an object, it falling on the ground. The last way pushes the player to focus and create tension.

It also create a satisfying feeling of triumph over adversity when you overcome the obstacle.

Help less skilled players

“Failure is the fundation of success” quote taken literally.

When the players is killed by a trap, a corpse appears at the trap position. In this way, the players can know where is the trap that killed him. To avoid abusing, this corpse is dissolving itself over time.

[Under Construction]