Dungeon Quest

Role

Game and Level Designer

Genre

Role playing Game

Tool

Rpg Maker

Development Time

5 weeks

Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategy, party composition, and exploration.

The project was developed as a five-week endeavor to fulfill graduation requirements.

Highlights

  • Worked as both Game and Level designer

  • Created the skill sets, weapons, armors, and classes of the game

  • Worked on game balancing

Concept

Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategic combat, party composition, and exploration.

Design Goal

The goal was to recreate the depth of classic RPG systems while encouraging experimentation with different team compositions and strategies.


Class & System Design

Each class was designed with:

  • Unique skill sets

  • Distinct parameters

  • Exclusive equipment

No skills or items are shared across classes. This reinforces class identity and encourages players to:

  • Build balanced parties

  • Adapt to different encounters

  • Experiment with multiple playstyles


Combat & Enemy Design

Enemies were designed with:

  • Unique abilities

  • Role-based behaviors

  • Progression-based scaling

Encounters require players to:

  • Analyze threats

  • Optimize team composition

  • Use resources effectively


Balancing

Balancing was achieved through:

  • Iterative playtesting

  • Continuous parameter tuning

The goal was to ensure:

  • Fair challenge

  • Consistent progression

  • Satisfying gameplay


Exploration & World Design

Exploration is a core part of the experience.

  • NPCs provide:

    • World lore

    • Objectives

    • Recruitment opportunities

  • Environments reward players with:

    • Hidden items

    • Useful resources

This makes exploration both meaningful and rewarding, rather than optional.

Highlights

  • Worked as both Game and Level designer

  • Created the skill sets, weapons, armors, and classes of the game

  • Worked on game balancing

Concept


Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategic combat, party composition, and exploration.



Design Goal


The goal was to recreate the depth of classic RPG systems while encouraging experimentation with different team compositions and strategies. No single "best party" exists – players are pushed to adapt.



Class & System Design


Each class was designed with three distinct layers:

  • Unique skill sets (no overlap)

  • Distinct parameters (strength, magic, defense, etc.)

  • Exclusive equipment

No skills or items are shared across classes. This hard boundary reinforces class identity and forces meaningful choices. Players cannot rely on a universal "best build" – instead, they must:

  • Build balanced parties (tank, healer, damage dealer)

  • Adapt to different encounters (physical-resistant enemies require magic users)

  • Experiment with multiple playstyles across multiple playthroughs



Combat & Enemy Design


Enemies were designed with three principles:

  • Unique abilities (not just "stronger versions" of previous enemies)

  • Role-based behaviors (some enemies heal, others tank, others ambush)

  • Progression-based scaling (early enemies teach mechanics, later enemies test mastery)

Encounters require players to:

  • Analyze threats before acting

  • Optimize team composition for each dungeon

  • Use resources (mana, items, cooldowns) effectively



Balancing

Balancing was achieved through iterative playtesting and continuous parameter tuning. The goal was to ensure:

  • Fair challenge (no unfair difficulty spikes)

  • Consistent progression (players always feel stronger, but never invincible)

  • Satisfying gameplay (victories feel earned, defeats feel like learning opportunities)



Exploration & World Design


Exploration is a core part of the experience, not an optional side activity.

NPCs provide:

  • World lore (history, factions, conflicts)

  • Objectives (main quests and side stories)

  • Recruitment opportunities (new party members)

Environments reward curious players with:

  • Hidden items (rare equipment, consumables)

  • Useful resources (gold, crafting materials)

This design makes exploration both meaningful and rewarding. Players who rush from fight to fight miss out – but players who take their time are properly rewarded.

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