Spellbound Web-player
Collect the Key, bring it to the spinning cube to unlock the portal! If you die, fly your ghost to a flame-alter to revive yourself. If you beat a boss you will unlock a checkpoint!
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This is a semi-recent build of Spellbound. The game is meant to be played on a phone and hopefully will be available on the app store soon. WSAD keys to move, ctrl to shoot (or the on-screen button), shift to pick up crate (or the "!" universal button for interacting with objects)
Origins:
Spellbound originated as a class project for Computer Game Design at Earlham College in 2018. Spellbound was a collaboration with Porter Libby and Ethan Rountree. The original prototype was completed in around six weeks and was a huge success. Spellbound had around 15 hand created levels and 2 boss fights. At this point in the development process, it was exclusively a two-player co-op game.
The first level of Spellbound at the end of the initial development
Art and Chaos:
Spellbound was left alone for a few months, and the following school year I started working on it again, this is when Aidan Newman joined the team as our 2D Artist! It was around this time that I also was tasked with deciding what senior capstone research project I wanted to do. I somehow pulled out the idea of an algorithm that would procedurally generate the levels to allow for infinite content and unique content.
Post-College:
After the implementation of Jigsaw and my graduation from Earlham College, progress sky-rocketed as I was unemployed and motivated to get something beautiful to put on my resume. Spellbound shifted to be a Solo adventure, intended for a mobile device. This involved tweaking Jigsaw a little bit, the creating of new chunks, as well as the implementation of an item system to spice things up. In recent months we have been focusing on implementing new art for the bosses, as well as sounds, and squashing bugs.