Shadow Requiem: Arise Post Mortem
Team Name: The Endeavours
Team Members:
Bryan β Main Developer / Gameplay & Mechanics Developer / Environment & Map Developer
Brayden β 2D Artist / Character Animator
Vincent β 2D Modeler / Environment Animator
Kai β SFX Designer
Project Overview
Shadow Requiem: Arise is a 2D action game developed for IGB120βs Assignment 3. Our primary objective was to create a polished prototype with strong gameplay mechanics and responsive combat. This post-mortem summarises our development process, teamwork, testing outcomes, and iterations based on feedback.
Team Collaboration
Team collaboration was consistently effective. All members clearly understood their roles and worked cooperatively:
Bryan led game development, gameplay systems, and also contributed visual effects and environment design.
Brayden provided high-quality 2D character art and animations.
Vincent contributed environment animations and supported visual consistency across levels.
Kai composed and implemented sound effects to reinforce feedback and atmosphere.
Our shared goal and communication helped maintain a productive workflow. Task distribution was clear, and members were proactive in completing assignments.
Playtesting & Feedback Integration
We conducted formal playtesting during both lecture and workshop sessions in Week 11. Survey responses and observational feedback highlighted several areas for improvement:
Desire for more engaging and diverse skill mechanics
Need for clearer UI indicators and in-game information
Aesthetic feedback for better visual and thematic consistency
Iterations & Updates
Version 2.0 β Major System Update
In response to feedback, we introduced new combat abilities to enhance strategy and replayability:
Phantom Surge (Speed Boost): 200% movement speed + invincibility for 5 seconds (15s cooldown)
Phantom Trail (Shadow Travel): Invulnerable shadow state for 5 seconds (20s cooldown, disables attack)
Phantom Rise (Power Moon Attack): Doubles attack damage for 3 seconds (5s cooldown)
To improve player clarity, we also added cooldown timer text sprites for each ability, improving usability. A skill menu button was also drafted and partially implemented.
Animation Improvements
Bryan created visual feedback systems to support the new skill effects:
Blue Glowy Effect: Visually highlights Phantom Surge activation
Speedy Tail Effect: Animated motion trail adds dynamism to high-speed movement These effects enriched the player experience without compromising performance or sprite clarity.
Version 2.1 β Naming & Thematic Polish
To unify the gameβs supernatural aesthetic, we renamed several skills:
Skeleton Summon β Phantom Requiem
Buff Attack β Phantom Rise
Shadow Travel β Phantom Trail
Speed Boost β Phantom Surge This cohesive naming strategy improved thematic immersion and skill clarity for players.
Audio Implementation
Sound design was an essential aspect of player immersion, me being the SFX Designer, developed a suite of audio cues to reinforce game feedback and emotional tone. These were implemented using GDevelop's "play a sound" condition.
Each sound effect was carefully timed and mapped to in-game events:
Dash Sound: Activates during the purple trail left behind by the "player" once the E key is pressed.
Jump Sound: A light, responsive sound cue plays on jump to enhance movement feedback.
Menu UI Sounds: Includes subtle click sounds for UI interaction, including a Start Button sound for selection confirmation.
Skeleton Summon (Phantom Requiem): A haunting summoning audio enhances the spectral tone of the ability.
Ghost Absorb: A soft, ethereal sound effect plays when absorbing spirits.
Moon Attack (Phantom Rise): A deep slashing sound reinforces the power of the enhanced attack.
Portal to Level 2: A shimmering portal sound signals level transition.
Boss Music: Dynamic looping track engages players during the fights, raising the stakes.
Shadow Form In/Out (Phantom Trail): Whoosh and fade effects signal entry and exit of shadow mode.
Spike Death Sound: A sharp audio cue plays when the player dies to spikes, emphasising the punishment.
Speed Power Up: A sound plays that represents the "player" charging up shifting into a high pitch zoom sound that slowly fades as the ability wares off.
All sounds were normalised for consistent volume and integrated using condition-based triggers and timers, ensuring smooth layering without audio conflicts. These additions significantly improved game feel and enhanced player understanding of key actions.
Division of Report Work
Bryan focused on playtesting demographics, feedback discussion, and Appendix 1.
Brayden & Vincent analysed the survey results and compiled Appendix 2. This balanced distribution allowed for timely, high-quality completion of the final documentation.
What Went Well
Clear task roles and consistent communication via discord
Fast and effective implementation of feedback from play testers
Strong collaboration and work ethic from all team members
Responsive iteration cycle after testing
High-quality and well-integrated audio design
Lessons Learned
The sudden shift in difficulty was a little unnecessary
Early UI clarity could have streamlined initial player understanding
Implementing skill menus earlier would have increased usability testing time
Thematic consistency (e.g., skill naming) should be planned earlier to avoid late-game revisions
Sound balancing and spatial audio design could be further explored for future iterations
Final Thoughts
Shadow Requiem: Arise evolved significantly through collaboration, creativity, and responsiveness to player feedback. Our team, The Endeavours, demonstrated strong synergy and discipline throughout development, and the resulting improvements reflect our collective effort and are very proud with how far the game has come. This will be the final post for this game, for everyone who gets a chance to play the game, have fun traversing through the dungeon while encountering many challenges, do you have what it takes to climb the tower and fight the final boss the... SHADOW REQUIEM! Shadow Requiem: Arise dev team















