Rainak Concept Art
RAINAK
2D puzzle game, with elements of roguelike and deckbuilder
Will, a young guy who dies mysteriously is sent to a strange Rainak, a place where all the cultures and religions converge.
Players will find themselves overcoming levels, opening doors, and finding representative elements from each culture in this exciting turn-based adventure.

Rainak is a game being developed by Indie Level Studio, a video games company based in Medellin, Colombia. In this project I worked as both Game and Level Designer.
Some levels and their respective solution
COMBAT SYSTEM
Rainak features a thrilling turn-based combat
When in combat, players have to choose which skill they want to use, however, they must do it for their enemies too.
I was specifically in charge of:

1. Skills that both enemy and player have at combat.
2. The pointer speed.
3. ❤️Health bars, and ⚔️ enemies damage.
4. Number of enemies per fight, and their element.
BOSS DESIGN 1
Kanaloa, a mythich being from Polynesian culture
Each boss needed to be an important being for each culture. I chose the ones that fits better with our gameplay, and then I proceeded to create their strategy at fighting. 
It features a combination of turn-based combat and puzzle-solving.
Fight against first boss
First Boss Concept Art
Document made to explain the boss flow
BOSS DESIGN 2
Babalú Ayé, a legendary being from Yoruba culture
To create Babalú I needed a funny, new strategy for him. So I designed this system that kicks out player from the fight and takes him to a tile board where they need to figure out the puzzle, or they would return to the fight.
Fight against second boss
Second Boss Concept Art
Document made to explain second boss flow
ENEMIES DESIGN
Each enemy needed to have skills that matched their appearance
While designing enemies I was thinking how difficult were they in the moment players fight against them for the first time. That's why they have a difficulty curve, and a respective strategy that would work against them.
This way a different challenge for each enemy could be created!
Rainak Concept Art
SYSTEMS DESIGN
Each tile in Rainak has an effect
There are tiles of fight, and tiles of chests, but every single one of them needed to have some rules, speed, and possible outcomes (like more gold, more damage, or a harder fight).
I was in charge of defining and creating them.
Blacksmith system design
LEVEL DESIGN
Forms created to design the levels and their solution
Rainak
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Rainak

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