The Foundry
Goals:
Create a location where the player finds a new weapon, learns to use its special attacks and makes there way through a hazardous zone with hints of dread about what lies at the heart.
Inspiration: The Foundry acts as the zone where Quill should feel the most out of her element and alone after having lost her mentor and Uncle, Argus. The player should feel out-matched, small, and fearful; Asking themselves “How can I possibly beat this”.
Inspiration:
The Foundry acts as the zone where Quill should feel the most out of her element and alone after having lost her mentor and Uncle, Argus. The player should feel out-matched, small, and fearful; Asking themselves “How can I possibly beat this”.
Outcome:
Here we introduce a few new mechanics, armored enemies, moving world hazards, and the piston interactive device. We also introduce some familiar mechanics with a twist such as armored breakables, heavy buttons and power lines. When first encountering these the player is powerless against them but after obtaining the new Hammer weapon they can deal with these challenges and have access to previously locked rooms. By the end of this zone the player should feel that they can handle anything the game throws at them, they are excited and ready to take on the path towards the final boss and avenge Quills mentor.