Chaotic Rune

A fantasy level-design study connecting floating islands, rune-gated paths, environmental puzzles and turn-based encounters.

Project
Academic project
Engine
Unreal Engine
View gameplay flow

Demo

Gameplay flow

Gameplay sequence
  1. Read the space

    Follow dialogue and environmental clues.

  2. Change the route

    Swap runes and align mechanisms.

  3. Advance

    Cross the islands and reach the next encounter.

Prototype mechanics

Rune switching & door access

The player collects the blue rune, replacing the active red rune, then returns up the stairs and passes through the blue-marked door.

  1. Collect blue rune
  2. Active rune changes
  3. Pass matching door
8 seconds

Combat actions & rune combinations

Attack and defend actions build a three-rune sequence. Red + red + blue triggers Armor Crack: the combat feedback reports damage and reduced enemy defense.

  1. Build the sequence
  2. Red + red + blue
  3. Trigger Armor Crack
10 seconds

Gameplay screenshots

Rune puzzle courtyard
Rune puzzle courtyardThe rune pickup, mechanisms and stairs share one compact space.
Floating-island traversal
Floating-island traversalSeparated platforms lead toward the raised combat arena.
Turn-based encounter
Turn-based encounterActions, rune recipes and health remain visible during combat.

Brainstorm

The level combines rune puzzles, traversal and turn-based encounters. Red and blue runes open matching doors; swapping the active rune changes which route is available.

Read the brainstorm notes

The route begins at a temple, continues through a ruined church and lower chambers, then crosses floating islands toward a boss encounter. Dialogue introduces objectives before the player reaches the corresponding mechanism.

Players press E to interact with doors, runes and notes, and H or J to rotate alignment disks that disable turrets. Keys and rune doors control access to the next section.

Turn-based combat offers attack, defend and Rune Strike actions. Rune combinations can deal damage, heal, shield, lower enemy defense or skip an enemy turn.

Setting

The environment combines white stone ruins, temples and churches on floating islands. Red and blue rune symbols distinguish the matching doors and mechanisms.

Read the setting notes

Old Wei introduces the route at the temple. Later, Anya gives directions from behind a sealed barrier: find a key, disable a turret, open the gate and cross the islands.

The story attributes the collapsing world to the final boss. This gives the sequence of gates and islands a destination without requiring a separate exposition scene.

Iteration

The scene views below show the introductory area and main level. They document the layout; a before-and-after playtest comparison is not yet available.

Intro Level
Intro Level
Main Level
Main Level
Main Level
Main Level