Komistus is a 2D Mobile Stealth, Horror, Puzzle game that takes place in a world where coexistence happens between supernatural entities and humans, with an organization manages this balance of peace.
Roles: Level Designer & Audio
Showcasing the setting and structure of how each individual Level:
Tutorial level setting inspiration is based off a abandoned church:
Structure of the tutorial level is guided as to help the player to be familiarize themselves with the structure of levels and mechanics of the game
Puzzle elements are within the same proximity for the start
Design of the assets are based off abandoned churches in dark color tones
Level 1 setting inspiration is based off a abandoned hospital:
Less guided as the player will have to venture around the whole premise to find hints and unlock areas that have important elements
More enemies scattered to make the player to be more weary of actions made
Puzzle elements present are memory-based
Level 2 setting inspiration is based off a organization facility:
Unique enemy present that'll only spawn when the player makes too much noise and is able to spawn small minions of itself
Various puzzles that require memory and critical thinking and the player will have to complete all puzzles to unlock the final puzzle room
Level structure is more dynamic to enable the player to test their understanding and mastery of the mechanics
Komistus Game Trailer:
Snippet on the cutscenes that are in the game:
Mechanics: 1)Movement: Free-roam in 8 cardinal directions as the levels is all top-down 2)Spezion: When using it, it'll provide the player with hints on where to proceed in the level or how to solve/get through the puzzles in the game 3)Inventory: Player is able to store/pick up one item to hold onto in their inventory 4)Puzzles: There are unique puzzles for each level, some having more than 1, which will challenge the puzzle solving skills of the player 5)Weary Meter: A bar that increases and decreases depending on how much sound the player is making, and when the bar is filled up, it triggers the entities of the level to run towards the player 6)Stealth: Player will have to be careful with their movement to not increase the Weary Meter, and player is able to hide behind walls or inside cupboards or cabinets to hide from level entities 7)Entities: There are different entities for each level, and each of them having a unique style of movement and chasing 8)Boss Entity: This entity is roaming around the level, but will emerge near the player when the player fills up a certain amount of the Weary Meter, and the entity will also spawn minions to chase u alongside it 9)Interactable Environment: Player can interact with certain levels elements such as keypads and keycards to get around the level and complete it 10) Origin Source: This item keeps the entity for the specific level alive and player will have to find the origin source and break it in order to defeat the entity and complete the level Level Design: Tutorial Level:
Level 1:
Level 2:
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