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Unity · 2D action RPG

Lost Marbles

A top-down 2D action RPG built in Unity, following a witch and her familiar through village encounters and battles with the undead.

Studio 1Team projectLead developer & project lead

2021

Gameplay recording · 2 minutes 18 seconds · Village exploration, dialogue, and combat. Download video
Overview

A witch, a familiar,
and a way home.

Lost Marbles is a team Unity game developed for Studio 1 at SAE Institute. The player follows Willow, a witch trying to find her way home, with the help of her familiar, Marbles.

The game combines a pixel-art village, conversations with NPCs, and combat against undead enemies. A downloadable release is available on itch.io.

My contribution

Lead game developer
& project lead

  • Led game development and served as project lead for the team.
  • Co-authored the game-design and technical-design documents with Prieance Sagar and Dylan Suaris.
  • Added UML class and use-case diagrams, revised the program functions, and added AI diagrams to the technical document.
  • Revised the challenge structure, turned the play flow into a chart, and documented the familiar bond mechanic.
Gameplay

Explore, talk, and fight.

The recording shows Willow exploring the village with Marbles, speaking with characters, and moving into combat areas. Health and enemy counters provide feedback during encounters.

The documented controls use WASD for movement, E to interact, and the mouse buttons for melee attacks and ranged spells.

Gameplay screenshots

Inside Lost Marbles

Willow speaking with a character in the village
Village dialogue and character encounters.
Willow facing undead enemies with health and enemy counters visible
Combat with undead enemies.
Willow and Marbles beside village buildings and a purple portal
Exploring the village with Marbles.
Willow and Marbles approaching the stone castle entrance
Approaching the castle.
Development & process

Planning the systems
behind the adventure.

The technical plan breaks the game into player movement, combat, dialogue, and familiar/enemy AI. UML diagrams and task breakdowns document how those systems fit together.

The design document explores a bond value between Willow and Marbles, linking player choices and battle outcomes to the familiar’s willingness to help. The original documents preserve the wider design intent, including features that may differ from the recorded build.

Technologies & tools

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