07 [ R ] METROIDVANIA / PLATFORMER

Amoeba
Metroidvania

Unity C# 2D Platformer Metroidvania

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

  1. 安全教学SAFE ONBOARDING起始房间用场景内的 A / D 与 SPACE 提示,在宽阔、低风险的地面上先建立移动和圆形跳跃。The opening room uses in-world A / D and SPACE prompts in a wide, low-risk space to establish movement and the circle's jump.
  2. 隔离新规则ISOLATE THE NEW RULE下一房间用 “Learning the Square / Use W to switch” 明确引入方形与切换输入,避免同时抛出过多信息。The next room explicitly introduces the square and the W switch input, keeping the new rule isolated and readable.
  3. 立即要求应用APPLY IT IMMEDIATELY同一段流程随即加入尖刺和落差,让玩家把“知道按键”转化为移动中的形态判断。Spikes and gaps immediately turn input recognition into a shape decision made during traversal.

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。

Amoeba 起始房间中的移动和跳跃教学
01 / 在低风险空间先教移动与跳跃。01 / Movement and jump are taught first in a low-risk space.
Amoeba 方形切换教学与尖刺障碍
02 / 引入方形后,立即用尖刺和落差要求应用。02 / The square lesson is immediately applied against spikes and gaps.