Arc of the Isles

Arc of the Isles is a whimsical adventure where players use their swordsmanship and quick thinking to defeat enemies and explore floating worlds. The stylised visuals and light RPG mechanics make it a charming, replayable experience.

Unity C# Level Design Combo System Enemy AI
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Overview

The game loop is built around an island framework. Each island is self contained with its own hazard, enemy, or objective. A central controller manages progression, while interaction is unified through a shared TextMeshPro prompt system. Player actions revolve around four verbs: jump, swing, spin, and interact. Sword combos are animation driven, with special moves like spinning handled in the controller. Islands follow a simple loop: reach, challenge, reward, move on. Some crumble underfoot, others host enemies or NPC quests. Rewards vary from stat boosts to progression keys. The variety keeps the pace fresh while the toolkit stays tight. Progression is linear but island design adds flavor to the path forward.

Source Document

CI410 Game Design Document

Design Notes

  • Original design pillars focused on puzzle-combat-exploration alternation to avoid player overload.
  • Target audience and tone were intentionally younger-friendly, with readability and low stress pacing as priorities.
  • Progression structure centered on teaching mechanics early, then combining platforming, NPC quests, and gated combat.

Iteration Highlights

  • Puzzle flow was reworked after testing, including chest/key order changes to reduce dead-end confusion.
  • Movement pace was tuned down based on feedback to better support exploration and puzzle readability.
  • Combat encounters were simplified for onboarding, with future direction noted for deeper enemy behavior variety.

Gallery

Featured Systems

Combo System

Animation based combos · IDamageable support · Player only
  • Chained attacks triggered by animation events.
  • Only the player can execute combos; enemies inherit from IDamageable.
  • Precision-based hitbox checking via weapon triggers.
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Bloodlock Gate

Progress gating · Enemy waves · Dungeon control
  • Triggered by doorways and prevents progress.
  • Spawns enemy waves; gates open once all are defeated.
  • Used in dungeon areas to ramp challenge.
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Boss AI

Enemy spawner · Barrel thrower · Win screen trigger
  • Mixes close combat and physics-based barrel throws.
  • Spawns enemies when health drops.
  • Triggers ragdoll, audio, and win screen on defeat.
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Key-Door System

Physical pickup · Door unlock · Progression item
  • Keys must be physically picked up by the player.
  • Triggers unlock animation and UI prompt.
  • Used in Level 1 and Level 2 for quest progression.
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