Ruin Game (Title TBD) - Action/Puzzle Platformer
Ruin Game is a personal project being developed post studies at Cal State East Bay, beginning work in January of 2026. Building in Unreal Engine V5.4.4. This project began with the thought of designing a game where combat is not the primary focus, leading to brainstorming on mechanical idea i'd not reach otherwise. The result of that is a concept for a game about navigating partially submerged ruins, utilizing a main 'tether' ability used in both navigation and manipulating puzzle objects. With only one 'tether' to work with, this creates a gameplay balancing act. With a big inspiration from the "Treasure Hunt" levels of Sonic Adventure, current scope for first iteration of the project is to utilize these mechanics to gather 'keys' in these partially submerged ruins with randomized locations per playthough, using them to progress through 'gates' to the next level and securing progress.

Initial rough sketch of mechanic, current thoughts are that the tether could be a long tongue or other tentacle-like attachment to the head keeping hands free.

Early prototyping of tether mechanic, a main use being to pass gaps a single jump won't, resulting in different paths being possible if you're carrying a item.
- The Process (Is Ongoing) -
One of the most useful habits i've picked up is keeping a notepad with me, to jot down ideas when I have them. This lies amongst those, having with further thought and development turned into something I am pursuing as a full personal project. The current scope is to create a vertical slice of the first level, with a focus on polish and presentation after due process. Reflecting on Primal Edge, it shows off much of its roughness, the visual identity having taken a backfoot due to immense mechanical demands. Part of my desire to draft a game concept where combat is not a big feature, was to push myself into this artistic end. As mechanics become more finalized, extra work will be given to developing the visual identity of the game. Currently, prototyping of main 'tether', 'climbing', and 'swim' mechanics have begun in UE5, with a level layout and flow being created. The tether is of particular note, the 'fire' action can be charged for distance, firing an initial orb like projectile. On contact with a valid Static or Dynamic Object, a 'tether' is created between the pair. The Player will reel to Static Objects, while any tethered Dynamic Objects are instead reeled in to the Player. As one cannot one the tether for mobility while carrying a dynamic object, navigating this conflict is the fundamental basis of all puzzles.

Wall climbing exists, but can't currently be done in tandem with tethering.

Potential Tutorial/First Level Layout.
A typical level would see the player navigating various floors of the ruin, with this first level in particular forcing an immediate use of either swimming or climbing/tethering to reach a different room. Keys for the Gate would spawn in random locations each playthough, providing novelty while still working off internal logic to keep distance. Players will have a UI element alerting them when near a Key location, uniquely not needing to be carried with the tether. The act of reaching all keys in a particular level is the challenge. An additional mechanic to provide pressure overtime, is that more hazards on the map activate as the player collects keys. When down to their last key required, a 'chasing' enemy will spawn. As the player lacks any way to actually defeat enemies, this results in a permanent encroaching threat until they finish off the level. Progress will be continous throughout the coming months, and this page updated accordingly.