Punished for your sins, the gods have banished you to Helheim. There, amid the cold, blood, and suffering, you will fight without end, trapped in an eternal cycle. Only the bravest warriors way one day earn the right to pass through the gates of Valhalla.

  • Genre: Action FPS, RogueLike

  • Engine: Unity

  • Team size: 8 people

  • Duration: 4 days

  • Date: july 2026

Context

Count Death is a Game Jam project organized by Game Maker’s Toolkit, with the theme “Countdown”.

I worked in a team with 3 Gameplay Programmers, 2 Game Artists, and 2 Sound Designers.

My goals

Inspired by games such as DOOM and ULTRAKILL, we wanted to create a fast-paced FPS. I was the only Game Designer on the project, responsible for the 3Cs, weapon and enemy design, and balancing.

I also had the opportunity to work extensively on the Level Design of the open-world environment.

Screenshots

My Roles

Game Design

I designed the game's 3Cs (Camera, Character, Controls), and communicating the gameplay intentions to the Programmers through references and examples.

The character can move, jump, and perform a directional dash based on their movement direction. The player can also fire their weapon, pick up, throw and switch weapons between their left and right hands.

The goal was to create a fast-paced and dynamic gameplay experience, where movement is the player's main way of dodging bullets.

Early development

3Cs

Weapons Design

Pistol: The player's default weapon, available from the beginning. Slow fire rate with high-damage bullets.

Shotgun: A weapon spawned on the map. Slow fire rate with a wide spread.

SMG: A weapon spawned on the map. Fast fire rate with low-damage bullets.

I designed and balanced the 3 weapons. The Shotgun and SMG are powerful weapons but with a trade-off: the player has to spend time going to pick them up at the spawner, and he loses them upon death.

Enemies Design

I designed and balanced the 5 enemy types. My intention was to create different enemy variants by changing their parameters (health, enemy size, projectile size, projectile speed, firing pattern, etc.). With these variations I wanted to change the player's gameplay and combat "danse".

The enemies can also move in straight lines or orbited around.

Enemy Classic

Enemy Burst

Enemy Triple Shot

Enemy Spiral

Enemy Big

Eco Design

During the shop phase, the player can purchase upgrades using currency earned by defeating enemies.

The shop offers additional time and stats upgrades, such as movement speed, jump height, and dash distance.

I balanced the game to determine the right values for the timer, currency rewards, upgrade costs, and additional time, in order to maintain a smooth and engaging game flow.

Game Concept

To fit the “Countdown” theme, we wanted to create a roguelike game in which the player has a limited amount of time to explore the map and kill enemies before the timer runs out and the level resets.

By defeating enemies, the player earns currency used to buy additional time, allowing them to explore further and collect more currency.

Once the player has accumulated enough time, they can find the key and reach the exit to complete the game.

Level Design

Paper Design

First, I created a top-down paper design of the entire map, placing the important locations: the initial spawn, 2 secondary spawn, 2 weapon spawns, the key, and the door.

The mountains block the player's line of sight and create a natural level shape.

2) Defining the Map Size

3) Defining the Paths

1) Map Layout

When the timer of the player runs out, they die and restart the level. The timer can be extended by defeating enemies.

I had to plan the map size based on how far the player can travel within a given amount of time, in order to maintain a good progression curve and game flow.

The goal is to find the key and then reach the door before the timer runs out.

The map has 2 secondary spawn points to activate, and 2 weapon spawns.

I designed multiple possible paths (spawn → key → exit) to ensure that each path offered a different but balanced experience. For example, some routes are longer but have weapons placed along the way.

Open World Level Design

I designed several types of Points of Interest (POIs) to populate the open areas:

  • Outposts  block the player's path to another area, containing stronger enemies. The outposts are surrounded by mountains to create a tunnel and naturally guide the player. The player is required to pass through several outposts along each path.

  • Big Ruins are optional secondary structures that the player can clear to gain coins. They can be more challenging when located at the edges of the map.

  • Small Ruins are smaller structures used to fill empty spaces and create a small landmarks.

To design an open-world level, I wanted to make every path felt interesting and distinct, regardless of which route the player chose.

I spaced the Points of Interest (POIs) at the planned distances. Whenever the player reaches a POI, they can spot other POI in the distance, naturally guiding them toward their next destination.

The paths are differentiated through an asymmetrical arrangement of POIs. I was not focus on the perfectly balanced map; some paths are more challenging than others. This creates variety and more natural feel.

Points of Interest

Blockout Ideas:

First, I created several POIs blockout iterations. This allowed me to test them with the character, to know in which direction continue.

I wanted to create small multi-level structures containing enemies placed in deliberate positions, such as on elevated platforms, behind cover, or against walls.

I created a total of 27 unique POIs, each featuring a different challenge.

I wanted to avoid repeating the same layouts making each location a recognizable landmark on the map.

Points of Interest Creation:

Level Design Metrics:

I worked closely with an Environment Artists, who dressed the entire level and created the assets and decorations for the POIs.

We decided to use a modular system made up of different building blocks that could be combined to create the POIs.

I determined all the metrics and dimensions, to minimize the number of unique blocks while keeping the system highly modular and providing enough freedom to create a wide variety of POIs.

Level Desing Techniques

Exemple 1:

1) The Door completes the game if the player has the key. I wanted this location to be different from the other. It features the  purple lighting that acts as a guidance element, taking the player's attention. The door is located beneath a large tower that serves as a landmark, indicating the direction the player needs to go.

2) A small ruin that guides the player toward the Door.

3) Several small pillars that hide enemies while also guides the player toward the Door.

4) An outpost structure marking the entrance to the Door more difficult.

Exemple 2:

1) An outpost made of a large skull. It serves as a landmark, guiding the player toward the key area, positioned opposite the large tower.

2) A small ruin to explore before reaching the skull.

3) A large ruin with enemies hiding behind it. The wall also visually conceals the weapon spawn.

4) The Shotgun weapon spawn, with a yellow color that contrasts with the blue environment, to attract player's attention.

5) An outpost blocking the path to the player's second spawn point. The bridge's shape frames the objective.

6) The player's second spawn point, with a yellow color contrasting with the blue environment, and a VFX effect playing above it to attract player's attention.

Exemple 3:

1) 2 simple routes require the player to pass through gaps. These paths are longer and contain more enemies.

2) An alternative route with two jumps and an enemy avoiding. This route is faster but requires more skills.

3) The secret route, which contains fewer enemies. The player needs to perform a single long jump.

4) A pedestal ruin containing the key, guarded by enemies.

Walkthrough

Credits

Game Designer

Ralif TAZUTDINOV

Game Artists

Andréas MARTINS

Raphaël LERAY

Gameplay Programmers

Dylan LUPON

Florian MAJCHER

Sophia SOLIGNAC

Sound Designer

Renaud GAILLARDON

Ugo REYNAUD

Ralif Tazutdinov