mans last friend
MAN’S LAST FRIEND is 2D Metroidvania Platformer that is currently in development by myself as a single developer. In it, the Player assumes the control of a robot named EMA and a genetically modified Dog, as they trek through a world devoid of humans in search of purpose and answers. While the art and audio are both using already made available assets, the game concept, narrative, design, game flow, and overall development of the project is all my own work. The game is being developed using Unreal Engine 5, with the finished version of the game slated for release—entirely for free—on Itch.Io in the future!
LEVEL DESIGN
Drawing the Player’s Attention
From the project’s inception, the idea was to create a world comprised of unique regions that were both distinct on a game flow aspect, but also help supplement the storytelling. As prototyping proceeded early on in development, one of the biggest issues was finding ways for the level to naturally draw the Player’s attention and having these spaces facilitate good pacing whilst exploring the map.
Level flow began to click once sprawling areas has been populated with enough visual pull during moment to moment gameplay, and when the levels were more deliberately tasking the player to engage with the mechanics in interesting ways. Two additions helped improve the level design: (1) implementing level ingredients within the space of the camera to telegraph options for traversal and POIs, and (2) providing enough context in each locale to instill curiosity from the player when exploring.
The last meaningful addition was having each area support the storytelling. Environments and enemy placement helped contextualize where each unique area fit into the greater narrative.
PLAYER CHARACTER
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Much of Mans Last Friend’s design is oriented around its two characters, EMA and Dog. EMA handles ranged attacks while Dog issues closer-quarters abilities including biting and barking. Dog is also the main means of traversal.
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How they function as playable characters, from the concept stage, has always meant for Dog and EMA to be mechanically different but earn abilities that they would use together as a team through the game. This was to help give a tangible side to merely watching the duo become closer through cutscenes.
The Dynamic Duo
PLAYER PROGRESSION
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Since this is a Metroidvania, the gameplay loop and progression involve unlocking new places to explore by retrieving key items and abilities around the map. Both characters have abilities unique to themselves, including optional ones via side quests.
BREAKDOWN OF KEY MECHANICS
ENEMIES
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The design choice to make Man’s Last Friend an straightforward, accessible experience, enemies were carefully designed not to overpower the player while still demanding experimentation with the game’s mechanics.
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This ranges from combining traversal and combat mechanics to using each of the two characters in tandem, evident in the ‘Helping Hand’ ability which has EMA shoot out a platform for the Dog to use for extra traversal options, or needing to use both character’s unique attacks to down the bipedal boss character.
CINEMATICS AND MENUS
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While the game uses flipbooks to animate its many characters, the Main Menu and Prologue are unique cases. For both, animation was handled inside of a widget class where updating frames was all achieved via blueprint. The videos showcasing both are the end result of that process.
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As for the Main Menu, care was taken to create a decent number of selections from startup. This includes a breakdown of controls, game credits, and a training course.
documentation
This is the original game design document created in early 2023. You can see how certain mechanics, the layout of the map and the areas within, as well as the scope of the project as a whole, have all dramatically changed over the course of development.