Treachery is a First-Person Shooter, Roguelike that I developed alongside a team of 5 others during the 3rd year of my degree. For this project, I served as Level Designer, Gameplay Designer and Producer.
The game takes place in the forgotten and destroyed remnants of Hell long after humanity evolved past the cycle of life and death. Despite its destruction, Demon's still lurk beneath, and the devil's flame remains burning. It is up to the player to descend into the fiery pits of Hell and douse the Devil's flame and seal Hell away once and for all.
The gameplay of Treachery is fast-paced and focused on making several split-second decisions in order to survive. The game is naturally very difficult, so the player is incentivised to repeat runs in order to learn the layout of the levels, develop strategies for certain enemies, and collect enough of the in-game currency to purchase upgrades, allowing for more options during combat. The theme for the game was "Leave Something Behind", which led me to come up with the idea for the Power-Ups that appear within the dungeon. After clearing each room, the player can either take a power-up and select their buff or they can "Leave it Behind". Leaving the power-up behind will increase the difficulty of the next room, however the power-ups offered after completion will be much stronger, creating a very interesting risk vs reward dynamic. I also found it important as the Level Designer to ensure levels were big enough to accommodate such high-speed gameplay yet still interesting to traverse, which is why every level has a unique mechanic, elevations, platforms, pitfalls, etc.