Dr.AE.m On – Final

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Welcome to the void.

The maze

My “character” – or perhaps more fittingly, my entity – is named Dr.AE.m. You awaken in a strange, broken world: a vast, unfinished realm where the goal is simple yet immersive – explore, feel, and lose yourself in this fragmented reality.

Entry 1

This version marks the final submission for my class, but it’s far from finished. I’m excited to keep improving it later on! There’s still so much to build and refine, but I’m proud of how far I’ve come, especially managing Blueprints and node construction on my own. Trust me, it wasn’t easy!

Under lounge

Some of the trickiest parts? Making the music change dynamically depending on the area (like inside the maze) and then smoothly revert to the global theme, or creating a looping platform as an elevator. Each piece was a puzzle, and I liked figuring it out.

Dr.AE.m

For inspiration, I leaned heavily on Mass Effect 1 for its vast, empty atmospheres and sense of isolation. Meanwhile, the glowing trails and visual cues that guide you through this mysterious world are inspired by classics like Mario and Zelda.

I hope you enjoy wandering this unfinished world as much as I enjoyed building it.

Dr.AE.m On – Next

It’s preview time!

So far, I’ve added moving sculptures or robots to bring some life into the void-like space. To help guide players to the important areas, there’s now a trail system that appears when you need to head toward key spots. I’ve also added visual cues like the placement of pink low-poly flowers that show where to go – very much inspired by platformers like Mario.

I’ve also been playing around with Blueprints and got acceleration working! Holding Left Shift (on Mac) lets the character sprint, which makes movement feel much better since the map is relatively big.

For the labyrinth I’m working on, I’m thinking of adding a central “elevator” platform. It’ll let players rise to the top of the labyrinth and walk across the walls to the exit. That way, you don’t have to backtrack through the maze once you’re done.

I haven’t finished the “real-world” object collectibles yet, but the plan is to make them interactive. Once collected, they’ll show up in the UI so you can track your progress.

That’s about it for now! Things are starting to come together, and I’m excited to keep building on this. 🚀

Dr.AE.m On

First Screenshot of My Game!

Started as basic as this low-poly fire camp and tents…

First screenshots of my game! I didn’t have much time to craft something super intricate, so I decided to design an “open” world map where players explore a surreal matrix-like void environment. The goal I have in mind? To find several realistic, real-world objects hidden in this abstract dreamscape.

I opted for a third-person perspective to give the game a bit of that Mass Effect 1 vibe—you know, the feeling of exploring vast, unfamiliar landscapes. If you know, you know! But there’s a twist: some of the objects intentionally feel out of place, adding to the unsettling nature of this void. I like to think of it as an “unfinished dream world”—a space that’s both intriguing and slightly uncanny.

… to this weird void world!

Hayon Final

Start Menu
Instructions

Introducing Hayon—still a work in progress. Working with Godot has been a real challenge, but I’m proud of the progress so far. I’ve implemented collectible lives, hidden keys, and even some enemies to keep you on your toes. To uncover certain keys, you’ll need to explore cleverly hidden areas, like secret pathways tucked behind walls.

Right now, there are 3 hearts and 4 chests with keys waiting to be found. The in-game UI is still a bit rough around the edges, but it does the job: you’ll see feedback when you gain or lose a life or collect a key. I’ve also added a start menu with instructions, a Game Over screen when you lose all your hearts, and a You Win scene when you collect all four keys. It’s far from perfect, but it’s starting to come together!

Outside
Hidden Chest and Heart
Game Over

Hayon Progress

Here’s what I got so far:

Since last time, I’ve made several updates to the game: I added sound effects for starting, jumping, and collecting items, along with background music. I also expanded the level, introducing layered areas where the character can move behind walls to collect a heart. The jump animation has been refined, and I’ve implemented both double jumps and wall jumps for more dynamic gameplay.

Next up: adding enemies, and powers + refining the user interface!

“Hayon” Progress

Here is what I did so far.

In action

In my previous post, I introduced Hayon, my specter-like character whose ragged cloak, inspired by the French word “haillon” (meaning “tattered cloth”), gives it an eerie, yet charming vibe. I’m still exploring Hayon’s cute yet ghostly aesthetic, but it’s an exciting contrast that brings the character to life.

For the game environment, I’ve started creating a background reminiscent of caves or ruins, which brings a bit of a Metroidvania feel. This setting has opened up new possibilities for gameplay, like hidden passages and intricate exploration paths. While I’m not yet set on the final look for Hayon within this setting, I’m leaning into this adventure-style inspiration, possibly with elements reminiscent of Zelda, which I’m a huge fan of.

Enemies and other gameplay details are still in development, but now that I’m going for an adventure-driven, exploration-heavy experience, I think this project could turn into something really exciting!

The “map” so far

“Hayon”

Say hi to Hayon!

My project centers around a mysterious, specter-like character named Hayon. The name comes from the French word haillon, meaning “rag” or “tattered cloth,” which fits perfectly with the character’s cloak—a bit worn and ragged, adding to its ghostly charm. Hayon is designed to be cute for reasons I’m still exploring, but that contrast feels essential to the character.

As for gameplay, I’m still working out the details, but it will definitely fall within the adventure genre.

SPELL – “Final”

Click here to play !

If something goes wrong…

Exciting progress on my Bitsy game! The game centers around a mysterious dream world where players awaken with no memory and are guided by a spirit to find three secret orbs to escape. But as you explore, it becomes clear that not everything is as it seems… The spirit’s true intentions slowly unravel, blending elements of adventure, suspense, horror, and a hint of dark humor.

Who murdered Anatole?

I wanted to bring in the vibe of classic 2D Zelda games, with riddles and puzzles that pull players in. (I’m a huuuge Zelda fan, so this was a must!) I played with colors, sprites, and background details to build an atmosphere that feels eerie yet immersive. Plus, I crafted the soundtrack to amplify the mystery, so be sure to listen closely as you play!

Choose carefully…

Hope you’ll enjoy immersing yourself in the mystery as much as I enjoyed creating it! (More images down below!)

SPELL – Progress

So here is my progress so far!
I mainly added more dialogue, interactions, and rooms! (currently 11)

First encounter with [unknown]
Orb 3’s Room
Orb 1’s Room (Stage 1)
Orb 1’s Room (Stage 5)
Who killed Anatole?
SWORD Room

I’ve made significant progress on my Bitsy game, which is inspired by classic 2D Zelda games and incorporates elements of the horror genre. The protagonist is lost in a dreamworld without memory, guided by a demon posing as a spirit to find four secret orbs to escape. I’ve completed two of the Orb rooms and added a new murder mystery subplot to deepen the story and provide clues on how to retrieve the third orb. I’m currently working on the fourth and final Orb room (and it’s “enigma” obviously)

Stay tuned!

“SPELL” Bitsy Game

My Bitsy game is inspired by old-school 2D Zelda games and follows a protagonist lost in a dreamworld without memory of their name or purpose. A demon, posing as a spirit, instructs the protagonist to find four secret orbs to escape, though they remain unaware of the demon’s true intentions.

Intro / Main Room

Below, you’ll see what happens when entering one of the 4 portals—it transports you to one of the Orb rooms. Each room has its own puzzle that must be solved to retrieve the orb.

I still need to do 3 other “Orb” rooms and much more!