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Mycapocalypse

Design & Programming

In this prototype, I created a system where the player must manage a series of different modules in order to stay alive and complete the game. The player can control a drone, seen through a rudimentary radar (seen in the first image), in order to collect materials in order to meet the win condition, as well as to control an infection overtaking their body. The infection works as an overarching timer, pacing the game and acting as a final loss condition. This infection can be monitored through the bioscanner, seen in the second image. On top of this, the player must listen to audio coming from the door in order to see if there are any monsters outside. If there are, the player must then interact with a series of different items in the room (a power switch, radio, and alarm) to ward off the variety of enemies. All these aspects work to create a stressful but satisfying experience for the player. The stress, combined with proper atmosphere and aesthetics, build a fitting horror experience for the player.

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