A Way Home

“A Way Home” is a game that combines horror elements with parkour gameplay. The core mechanic of the game revolves around how effectively the player can manage and control the character’s stamina bar. Players need to maintain a proper rhythm while progressing forward to avoid failure due to exhaustion.
In the game, managing the stamina bar is crucial. Players must balance the character’s movement speed while strategically using stamina to sprint or jump in order to dodge obstacles or escape pursuing dangers. The horror atmosphere intensifies the challenge of stamina management, requiring players to stay alert and adapt quickly to sudden scary events or rapidly changing terrain.
By skillfully controlling the stamina bar, players must find a balance between speed and endurance while remaining calm in the face of horror, ensuring they reach safety. Overall, this game cleverly integrates horror elements with parkour mechanics, providing a tense and thrilling experience for the player.

Development of Game Mechanics

I was responsible for developing the core game mechanics, including the stamina bar’s operation, stamina recovery, headlight mechanics, and obstacle distribution. The precise implementation of these mechanics ensured smooth gameplay and provided adequate challenges for players.

Design and Implementation of the Tutorial

I designed and implemented a comprehensive tutorial that helped players quickly get familiar with basic mechanics like stamina management, jumping, and sprinting, ensuring they could master the necessary skills early in the game.

Item System

To balance the game’s difficulty, we introduced an item system. Items were strategically placed to help players replenish their stamina, adding a resource management aspect to the gameplay and preventing players from being trapped by exhaustion.

Diverse Route Options

We designed multiple paths for players, offering different challenges and rewards. Safer, longer routes provided stamina recovery items, while riskier, faster shortcuts did not, forcing players to balance between speed and safety, increasing the depth and playability of the game.