Tales of the Forest
OVERVIEW
Tales of the Forest is a 2.5D metroidvania that follows the journey of a magical fox tasked with uncovering and defeating the source of a growing corruption threatening the natural world. Set across a variety of distinct biomes, the game challenges players to explore, and unlock new abilities while battling corrupted creatures.
Exploration is rewarded with new abilities that unlock previously inaccessible areas, deepening the sense of discovery. The journey builds toward 3 unique boss battles, each designed to test the player’s skill and reflect the unique traits of their environment.
TEAM
This game was developed by a team of 6 students as part of the Making Games course at the IT University of Copenhagen during the Autumn 2023 semester. The team brought together a range of skills in design, programming, art, animation, and audio.
ROLE
UX lead
3D artist
Game designer
CONTRIBUTION
Participated in brainstorming and conceptual development, helping shape the core idea and thematic direction for the game
Designed and created a variety of 3D assets used throughout the game world
Blocked out and prototyped different UI layouts and possibilities, contributing to the game’s usability and visual coherence
Conducted playtesting sessions, gathered player feedback, and compiled a list of necessary adjustments, to support further iteration
Painted terrain in Unity to enhance the visual distinction between biomes and improve overall level clarity
Imported and placed assets in Unity, contributing to scene building and environmental storytelling
Took part in game mechanics discussions, helping define core systems, boss triggers, win/lose conditions, and overall game progression
MECHANICS
Tales of the Forest features a gameplay loop centered on exploration, combat, and ability-based progression. Players navigate a world filled with environmental and enemy blockades, which can only be overcome by defeating bosses. Each boss grants a new ability, allowing the fox character to transform and unlock previously inacessible areas.
Core mechanics include:
Ability-based progression: Gaining new traversal or combat abilities by defeating bosses
Exploration: Discovering connected biomes and hidden paths
Combat: Engaging enemies using a growing set of abilities
Boss encounters: Facing off against major enemies that represent key progression milestones
ENGINE & TOOLS
Unity
GitHub
Blender
Procreate
Figma