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Love Knight

2023
Puzzle Reflexion
Unity 2D
Android
5 weeks
Sire Lambertus, a mighty knight, is stuck in yet another run in a roguelike. He has been stuck in the Donjunion for 6 years now and has not been able to defeat the final boss, El Rey Cristobal Von Strativosky. As the years passed, he began to develop feelings for his favorite shopkeeper, Lemarchand.
Recently a certain Eden started taking interest in Lambertus’ crush. Our brave knight has now found a new goal: seduce the one he loves thanks to the Power of Love before his rival sweeps him away.
Context
Love Knight was my second Unity game and my first mobile game.
We did it for the mobile "Golden" project at the IIM Digital School in Paris.
It was challenging and tricky sometimes but I still had a lot of fun during the project, I learned a lot and the team was awesome.
Tasks
Level Design
I made Love Knight's whole level design myself.
Love Knight has a total of 12 levels organized in 4 groups of 3, each group adds a new mecanic and has 1 tutorial level, 1 medium level and 1 hard level. I originally made more levels but as the project was evolving, some mecanics changed and I had to change or get rid of some levels.
Every level has a unique structure whose purpose is to make the level more interesting. For exemple, the 8th level (medium difficulty, focusing on the ice mecanic), inspired by the ice puzzles in pokemon in wich the player has to find the correct path in a large space full of ice.
Making these wasn't easy because at first I needed to make the levels as small as possible for them to be easily understandable on a mobile screen but I needed lot of space to use some mecanics (especially the rival and the optional items).
In the end I managed to make small and interesting levels and the team found a few tricks to gain some space on the screen.












Gameplay Mechanics
Love Knight's puzzles are based on the main character's movements, on the rival's position and the traps on the way to the exit.
To make this kind of puzzles interesting, we needed special props and tiles that would change or impact both characters movements.
I came up with lots of ideas and we kept :
- Crates that can be pushed and pulled by the player and broke by the rival.
- Ice tiles that makes the player, the rival and the crates slide until there is no ice anymore.
- Holes that slows down the rival and kills the player if he falls into it (holes can be filled with a crate to make it harmless).
- Jump potions that, once picked up, changes the players next 3 moves into jumps (allows to skip the first tile and land on the second one).
- Optional items that can be picked up in some levels to unlock the good ending.
Sound Design and Translation
I and another designer did the game's sound design and translation.
We searched for a lot of sounds online and had to edit and combine them using sound editing softwares. Once all the sounds and musics were done, I implemented them in the game with the help of a programmer.
The game needed to be in at least two languages (one of the project constraints) so we wrote all the dialogues, tutorial and menus in english first and then we translated it into french.
It wasn't as easy as expected because we had to translate jokes and play on words and we realised a bit late that our font did not support french accents so we had to find a new one.





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