Ourobros

Ourobros is a 2D action prototype built in Love2D, centred around two characters with contrasting abilities, using asymmetric character design to drive movement, combat, and gameplay variation.

Lua Love2D 2D Gameplay Systems Team Project Asymmetric Gameplay Design

Overview

Ourobros is a 2D action prototype developed in Love2D, built around two characters with contrasting abilities. One emphasises vertical movement and direct combat, while the other focuses on mobility and repositioning.

This contrast was used to explore asymmetric gameplay design, ensuring that each character influenced how players approached moment-to-moment interactions.

Goals

The primary goal was to design and implement two player characters with distinct movement and combat behaviours, exploring how asymmetry influences gameplay.

This included developing responsive input handling and core interaction systems, ensuring consistent and readable gameplay across both characters.

My Contribution

  • Implemented player movement and combat systems
  • Developed character-specific behaviours and abilities
  • Handled collision and interaction logic
  • Contributed to structuring the core gameplay system

Core Systems

Player Movement

Character movement systems were designed to reflect distinct playstyles, supporting both vertical traversal and mobility-focused repositioning.

Combat System

Combat interactions were implemented with a focus on responsiveness and clarity, ensuring player actions translated directly into gameplay feedback.

Character Design

Each character was structured around a unique set of abilities, reinforcing asymmetric gameplay and influencing how encounters are approached.

Interaction & Collision

Collision handling was used to manage player interaction with the environment and enemies, maintaining consistent gameplay behaviour.

Technical Notes

The project was implemented in Lua using Love2D, with a focus on building gameplay systems from a lightweight framework.

Core systems were structured to remain simple, allowing behaviours to be iterated on without tightly coupling gameplay logic.

Challenges and Solutions

Character Differentiation

Ensuring both characters felt distinct without creating imbalance required iterative tuning of movement and combat behaviours.

Responsiveness

Maintaining consistent input responsiveness while handling collision and interaction logic required careful structuring of gameplay systems.

Results

The project demonstrates how asymmetric character design and contrasting movement systems can create gameplay variation using a focused set of lightweight mechanics.

Future Improvements

  • Expand character abilities and interactions
  • Introduce additional enemy behaviours
  • Refine combat feedback and balancing