
Fletcher
I aimed to make the combat pretty challenging, encouraging players to rely on their skill. This slightly slows down the movement, as players need more time to aim, so I carefully placed enemies to avoid hindering the flow of the movement too much.
Combat


I found that the combat was more engaging with fast-paced gameplay, so I designed the player to jump and sprint at high speeds. This required balancing island sizes and placements to ensure smooth movement while avoiding a world that feels too empty.
Movement
I also wanted to experiment with designing bosses specifically for bow combat, each with unique abilities and strategies. Starting with a simple concept, the first boss dashes around the arena and pauses briefly to shoot at the player. During this moment, the player can shoot back to stun the boss temporarily, creating an opportunity to deal damage.
bosses


I designed a level with floating islands spiraling around a column in the sky, offering a immersive platforming experience. Though the large scale presented balancing and performance challenges, which I had to addressed through careful optimization and design adjustments.