# PRISM

> COMBAT SIMULATION BUILD  

> STATUS: PLAYABLE PROTOTYPE  

> MODE: DIGITAL ARENA  

> INPUT: ABSORB // REFLECT // SURVIVE

---

## [00] SYSTEM OVERVIEW

Prism is a minimalist top-down digital arena combat prototype inspired by the visual language and expermentation of TRON.

The player survives by absorbing incoming projectiles, converting enemy attacks into ammunition, and firing them back.

---

## [01] INPUT MANUAL

// READ IF THE TUTORIAL SIGNAL IS UNCLEAR

WASD // move  

RMB // absorb incoming projectile  

LMB // fire stored projectile  

LMB during deploy phase // place electronic barrier  

LMB while hovering deployed barrier // remove barrier

---

## [02] PLAYABLE BUILD

PLATFORM: Windows  

PLAYABLE LINK: [see below]  

---

## [03] PROJECT DATA

PROJECT NAME: Prism  

CONTRIBUTOR: V Wang / Tianxiao Wang  

ROLE: Solo project, game design, programming, level design, vfx,horrible time management

---

## [04] BRIEF ROUTE

Chosen route: Based on Culture // The World in a Game

Prism is a better fit for the culture-based brief than the other routes. Although the project also comes from a game idea I have wanted to make for a long time, its core does not come from autobiography or slice-of-life experience. It comes more directly from a cultural image that stayed with me for years: TRON and its depiction of the Grid.

What I borrow is not the plot or the characters, but a specific feeling: glowing geometry, abstract digital space, hard contrast, and controlled confrontation inside an artificial world.

---

## [05] DESIGN INTENT

The central rule is:

enemy pressure becomes player power.

The player’s offensive ability comes entirely from enemy attacks. Bullets are hazards. But they are also the core resource of the game ready to be utilized back in real time.

---

## [06] CORE MECHANICS

[01] ABSORB // RETURN FIRE

The player can absorb enemy bullets and fire them back. This means the player’s attack options come from the enemy side.  

[02] PRECISE ABSORPTION

The player can perform a more accurate version of absorption to gain exclusively colored bullets, these are stronger than the basic bullets and provide increasing tactical value.

[03] ELECTRONIC BARRIER

At the end of each wave, the player can place one electronic barrier. The player can move and shoot through it, but enemy attacks are blocked by it.

---

## [07] CURRENT BUILD FEATURES

+ playable tutorial sequence  

+ movement teaching room  

+ basic absorption teaching room  

+ precise absorption teaching room  

+ main combat arena  

+ enemy wave system  

+ absorb-and-return combat loop  

+ deployable electronic barrier  

+ reduced digital visual direction  

+ arcade-style replay structure  

---

## [08] DEVELOPMENT PROCESS

documentation responding to the brief could be downloaded from the links above this text space

Updated 1 day ago
Published 3 days ago
StatusReleased
PlatformsHTML5, Windows
AuthorV_was_here
Made withUnity
ContentNo generative AI was used

Download

Download
PrismSubmissionDocument.pdf 1.6 MB
Download
PrismBuild.7z 23 MB

Leave a comment

Log in with itch.io to leave a comment.