Void Sea

Lovecraft-inspired shoot-'em-up set in the depths of the Atlantic ocean with a focus on bullet-hell-like enemies and boss fights. Go deeper and deeper into the depths of the ocean as well as your psyche as you keep your sanity up, upgrade your submarine and defeat enemies. Made in 8 weeks half-time with an Inhouse Engine TGA2D.

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Programming

Fredrik Sandberg, Martin Andersson,

Marc Nilsson, Jonathan Söderman,

Ventus Andersson

Level Design

Markus Norén, Jonas Henriksson

Art

Astrid Åkesson, Ellen Johnson,

Anton Berngarn-Wallerstedt, Marcus Krol

Animation

Alexander Jansson, Alfred Egnér


  • Inhouse Game engine: TGA 2D
  • Tiled (As a Level Editor)
  • JSON (Editing Game Data)
  • SVN (Version Control)

Tools


- Level Designing three levels and three Boss fights together with my co-designer Jonas.

- Game Design, including player abilities and upgrades, metrics, enemies, enemy patterns, boss mechanics, and general gameplay.

- Pipeline setup between Tiled and TGA 2D, making tools in Tiled to help with construction.

My Contribution

Team