Role: Solo Developer
Engine: RPG Maker MZ
DEV TIME: Jun 2023 - 20XX
Summary
A classic style RPG in a world inspired by Dante Alighieri's 'The Divine Comedy".
The player explores expansive levels in all 9 Levels of The Blazing Inferno while mastering the game's combat systems.
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Level 1: Limbo
This level teaches the player how the core game mechanics work. Interactable objects, chests, NPCs, shops and save points. The level also emphasizes that each party member has a unique ability to interact with objects. Dante is able to cut down obstacles, Virgil can interact with magical objects, and a mysterious crystal is unable to be interacted with, setting up for later party members.
The visuals of the level were made to seem safe, but slightly uneasy.





Dante's ability to cut small plants in the player's way
Virgil's ability to interact with magic objects
Level 2: Lust
This level teaches the player the gameplay loop. Random encounters, fast travel, level gimmicks, puzzles, mini bosses and key items.
The visuals of the level emulate the nature of the layer in the original poem, raging winds blowing uncontrollably and tearing up the terrain.
Level gimmick is wind currents that the player can use to fly to the different masses of land, then change their direction in the puzzle within the castle.



Wind currents in the first area
Wind currents that change direction based on player choice
Level 3: Gluttony
This level was made to use the environment and storytelling to curb the player's expectations. The environment changes from medieval castles and stone brick to a futuristic Laboratory.
Now that the player is used to the gameplay loop, this level begins to add surprises to gameplay as well, temporarily separating the party members.
The gimmick of this level is that the mysterious monster hunting the player down cannot step into the light, so the player must solve puzzles by interacting with the environment to cover up blotches of darkness.




A puzzle where the player needs to traverse the platform while avoiding the darkness
Level 4: Greed
This level breaks the normal gameplay loop to keep things fresh. After the dark tone of the previous level, the player is returned to comfort in another medieval style section. Combat is not focused on, fully relying on level design.
The gimmick of this level is that NPCs carrying boulders along obstacle courses must be avoided by the party, navigating balance beams to get across safely.



Successfully traversing the obstacle course
Failing to traverse the obstacle course
Level 5: Wrath
This level opens up the level design and exploration. The player is given access to a boat that they take to travel across the River Styx. At this point the player will be fully comfortable with exploration and combat, so they training wheels have been taken off.
The gimmick of this level is that the player is given a choice of many islands to travel to in whatever order they like. Collecting items along the way in order to progress.
(This level is still in production)

