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MANIFEST (WIP)

Manifest is a 2D RPG inspired by games like The Legend of Zelda and Undertale. It is a personal project that I worked on as a way to improve as a game developer. Currently the development is on hold but I hope to return to it one day.
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Below you'll find information about the game as well as some screenshots showcasing it's development.

INFO

Manifest is being developed in Unity by myself. I am passionate about creating this project and hope to use it as a way to grow and enhance my skills as a Game Designer. By working on this project I am challenging myself to improve my Unity C# skills, game balancing skills, 2D pixel art skills and general Game Design skills.

PLANNED FEATURES

Inventory System

Manifest will have an inventory system that allows the player to inspect and use items they have found on their journey. They can equip weapons which will affect their combat as well as use consumables. Consumables can also be set to a quick use key, to be used during the heat of battle. As you can see the inventory is split into four different categories to keep the player's inventory organised.

UI 1.PNG

Ring System

Throughout their journeys, players can collect rings which provide powerful buffs to them. They can only equip a certain amount at a time, depending on how many slots they have. Each ring will provide a unique effect which can be 'Overcharged' to amplify the effect at the cost of another slot. I hope this will make players think about the kinds of builds they would like to use for different situations in the game.

UI 2.PNG

Quest System

Quests will be the main way players help the residents of of Manifest's world. Split into Main and Side quests, these quests will allow the player to advance the story, receive unique rewards or delve into the lives of interesting characters.

Quest 1.PNG
Heart Vessel Pickup.PNG

Dialogue

Like most RPGs, Manifest will feature a dialogue system that allows them to talk to every character they meet in the world. The player will be able to make choices in conversations, to ask NPCs questions, or to subtly change elements of the game. As well as being able to interact with characters, the player can inspect parts of the environment that may give more insight to the world they are in.

When talking to characters, a portrait will be displayed above their name. This portrait is reflective of their current emotion and frequently changes throughout the conversation. This is done to get the player to better connect with the NPCs as sometimes emotion can be hard to convey in text alone.

Dialogue 1.PNG

Combat

When the player isn't in a safe place such as a town, they might be attacked by cursed Monsters. Players can use weapons they have found, earned or bought to fight back against these enemies. Hearts indicate the player's health while the blue circle indicates the player's essence. Attacking normally doesn't require any essence however using an ability does.

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Abilities are a way to spice up combat and are unique to the type of class you choose at the beginning of the game. Shades have an ability that lets them quickly dodge to the side, where as the Wizikin allows the player to cast a protective ward. The essence meter slowly refills over time, however the best way to refill it is to land attacks making it an integral part of the combat system.

Orlo House.PNG

Boss Fights

Boss fights will be littered around the world and exist to; block the way between the player and the next town, provide various loot from defeating such as extra hearts or new weapons, or challenge the player in new and interesting ways.

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Check out the gallery below to see an example of a boss fight in action.

Different Playable Classes

Players have a choice of three different class to play as when they start the game, each with unique abilities that will aid them in combat. As pictured from left to right they are: Shade, Wizikin and Gremlin Orc.

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Shades are swift and light on their feet allowing them to attack quickly with weapons such as swords. They rely heavily on not getting hit using abilities such as dodge.

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Wizikin are naturally powerful mages, making them perfect for powerful long ranged attacks. Because of this they attack with staffs and can use magical abilities to protect themselves or deal a powerful blow.

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Gremlin Orcs rely on brute force to overcome their enemies and favour heavy, but slow, weapons such as hammers or battle axes to beat their foes. Their abilities allow them to block damage head on, or charge fiercely into battle.

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Class choice doesn't just affect combat however. Monsters all over Manifest's world will react and treat you differently in conversation based on the type of Monster the player chooses to be. Having multiple classes promotes replayibility of the game since players may wonder how they would fare in battle as a different class in a new playthrough.

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