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.
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