Barricade is an isometric, story-driven roguelike following a child and their pet monster as they try to survive and navigate a post-apocalyptic wasteland.

(Working in an indie game team of 3. Created all concept art/designs/music and helped with level design/UI)
CONCEPT
Barricade follows three main characters; the Mother, the Child, and Moncher (the baby monster). Character lineups are shown on the right. The player will control the Child for the majority of the gameplay, and must survive not only by preserving themselves, but by protecting their monster companion.



Gameplay is based on a mix of combat mechanics and sneaking/puzzles. The player travels the games world through a walking cabin, as sketched on the left. The cabin requires organic material to keep going, and when it runs out, it stops in each level for player to explore/solve puzzles/fight monsters to progress the story.
GAMEPLAY

The player will face a variety of biomes in which different types of monsters/bosses will appear. The main goal of the player is to survive and gather resources to keep their cabin going, and thus will have to both directly and indirectly fight these monsters. The player has the ability to fight them using handheld weapons, but also may find ways to defeat them through puzzles to avoid enemies with much higher stats than them.




The monster designs are meant to imitate animals that have been melded/mutated beyond recognition. Each monster/monster class will have different weaknesses/strengths/special attacks that the player must account for when engaging.
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Above is a rough concept of UI. A major feature of combat/sneaking is the player’s fear/anger factor. They must keep the child’s sanity in check while in combat, or else the child will Snap and they will fail the level. The player will lose sanity the longer they are hurt/in combat. They can gain sanity by interacting with their monster companion and by returning to the Cabin to rest.
Some other features we are workshopping:
Player’s ability to gain intense combat buffs for a short period of time by removing their mask and letting the toxic air influence their character: This will allow for heightened strength and dexterity, but for a very limited amount of time before the child dies. The player must return to the Cabin before the timer runs out.
Cabin upgrades: through collected resources, player can upgrade cabin to have more defense against invasive monsters and maybe some offensive appendages.
Moncher/support: The monster companion can serve as extra inventory, but as it grows, it can also be a support character in combat and help solve certain puzzles.
MUSIC
Here are a few concept OSTs meant to give insight on the atmosphere of the game:
This first concept piece was made for a possible boss fight, and to emulate the wasteland/chilling atmosphere of the game.
This piece was composed to emulate the different types of biomes the player will encounter, and the beauty of the nature they will encounter. This one is for an icy biome.
More of an exploration beat, meant to be played while players scavenge through abandoned cities.
GAME STATUS
Barricade is currently still in the conceptual/prototype stage. It will be made using Unity and released for PC platforms.

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