To Be Named is a turn-based JRPG where a nameless knight ascends a tower filled with 17 different enemy types, traps, roaming threats, and loot. The player improves their character over time by unlocking new attacks and using items while surviving increasingly dangerous encounters.
I contributed across UI, level structure, and progression systems — making sure the interfaces were clear and usable, the encounters were paced well, and the level-up loop felt rewarding.
UI Design & Implementation
Designed and implemented the in-game interfaces for combat, inventory, and progression screens. Focused on clarity and usability so the player always knows their options at a glance.
Level Design
Structured how encounters, traps, and exploration moments were distributed across the tower floors to control pacing and difficulty curve without making the climb feel repetitive. Also picked up tilemap-based level building, painting floor layouts tile by tile for faster iteration.
Progression System
Collaborated on the character level-up system — how the player improves stats and unlocks abilities as they gain experience, balancing power growth against increasing enemy difficulty.
I developed a better understanding of how to design interfaces that support gameplay flow in a turn-based context, where information density matters a lot. Working on level structure taught me how encounter distribution shapes pacing and tension over a long run. I also got comfortable with Godot, implementing UI and gameplay systems and understanding how they connect within a full project.