Game
Phantom Mask: Fire Trap
17 days ago

🔥◉ This is where nearly all the main mechanics, enemy AI, and other lighting effects I added to the game were born and tested. I also fiddled a lot with the interactable water to get it working and performing at a high level during runtime.




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Eye Enemies

But a good method to dominate the game is holding the sword at your side and flick the controller left or right to the sweep your fake blade at the Mii’s bodies. That is where this mechanic and idea has been seeded.

So, I know this game might look quite unorthodox, and maybe unlike anything you’ve seen before. The structure of the game was born purely from experimentation.

For example, the mask character is so because I wanted to avoid animation in favor of fast iteration on the character behavior. And the concept of— a floating thing carrying the sword with magnetic forces. And thus became the game’s core player character.

Coming Soon

The sword mounting mechanic came from an odd game, Wii Sport Resort! I know wa? Basically, there is a swordplay mini game present that I loved and in it you can free hold the sword in front of you, and swing away.

🔥 ◉  Happy May 1st! Its been over a year since starting this project and its development has been in secret. And there is so much to share from here on! I am going to do my best to add more versions and refinements based off feedback.

May 1st is coming!

🔥◉ Here’s some BTS gameplay of my game Phantom Mask: Fire Trap. In the primary mechanics testing level!

Heya there! I really wanted to show you all a little gameplay preview of the first boss fight i'm currently working on i hope you like it ^^