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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 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 created Love Knight's level design.
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 I originally made more levels but as the project was evolving, some mecanics changed and I had to adapt those I could keep.
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), is inspired by the ice puzzles in pokemon in which the player has to find the correct path in a large space full of ice.
Making these wasn't easy. I needed to make the levels as small as possible for them to be easily understood on a mobile screen while needing a lot of space for some mecanics to work.












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.
- Ice tiles that makes the player, the rival and the crates slide.
- Holes that slow down the rival and kills the player.
- Jump potions that makes the next 3 moves skip 1 tile.
- Optional items 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 done, I implemented them in the game.
The game needed to be in at least two languages. We first wrote all the dialogues, tutorial and menus in english and then we translated them into french.
It wasn't as easy as expected as we had to translate jokes and play on words.





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