CONTEXT / GOAL
Amoeba Metroidvania was the team's first proof of concept for Major Studio Fall. Players switch between a bouncing circle, a spike-resistant square, and an air-drifting line to traverse hazards. The goal was to turn those three forms into a readable movement language rather than present transformation as a standalone feature.
Amoeba Metroidvania 是团队在 Major Studio Fall 中完成的横版形态切换探索原型:圆形可弹跳、方形免疫尖刺、线形可空中漂移,玩家需要即时切换形态穿越地形与机关。目标不是只展示“可以变形”,而是把三种能力组织成玩家能够逐步理解并应用的移动语言。
PERSONAL CONTRIBUTION
I contributed the core shape-transformation logic, level design, environmental puzzles, player-controller optimisation, playtesting, and balance.
我参与核心形态切换逻辑、关卡设计、环境谜题、玩家控制器优化、测试与平衡。
TEACHING → EXPANSION
ITERATION / RESULT
The main challenge was keeping each form useful without creating a dominant default. Mid-air switching, landing feedback, and controller physics therefore went through repeated tuning.
后续的主要挑战是让每种形态都保持明确用途,又不产生长期占优的默认选择;空中切换、落地反馈与控制器物理因此经过多轮调参。