Prism
# PRISM
> COMBAT SIMULATION BUILD
> STATUS: PLAYABLE PROTOTYPE
> MODE: DIGITAL ARENA
> INPUT: ABSORB // REFLECT // SURVIVE
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## [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.
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## [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
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## [02] PLAYABLE BUILD
PLATFORM: Windows
PLAYABLE LINK: [see below]
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## [03] PROJECT DATA
PROJECT NAME: Prism
CONTRIBUTOR: V Wang / Tianxiao Wang
ROLE: Solo project, game design, programming, level design, vfx,horrible time management
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## [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.
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## [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.
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## [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.
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## [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 |
| Status | Released |
| Platforms | HTML5, Windows |
| Author | V_was_here |
| Made with | Unity |
| Content | No generative AI was used |



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