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Nymphē: The Hairy-tale
Play as a mystical creature living in a swamp. The villagers kidnapped your love interest and they won't let her go alive. Slay these f*ckers, save your girl, wreck the village.
This is a game built as part of the 'projekty semestralne 2026' initiative by KNTG Polygon. The goal is to learn different aspects of game development in small teams, in a technical university setup. The project lasts two months with two presentations after one month of development and another one at the end of the second month.
Introduction
Design pillars
- Stylized graphics - enemies, items and surroundings expressed using simple shapes and exaggerated animations
- Glass cannon - the player character is fragile with strong attacks
- Mixed gameplay options (action/stealth) - the player character can hide in bushes and water or fight head-on
- Interactivity - the player character can throw things, destroy small objects, drag enemies
Platform
The game should work on PC with a keyboard or a gamepad.
Art style
Topdown view, 2.5D. Striking, moody visuals expressed using simple shapes, exaggerated animations and contrasting lighting. More info and references here.
Technology
Unity 6.4. That's it.
Timeline
There are three deadlines serving as milestones for the project:
- 25.03 - project setup including technical setup, initial game design and project management setup (tasks and documents).
- 22.04 - first project showcase at Polygon meetup - the team should present a video or live gameplay.
- 20.05 - second and final project showcase.
Concept
Core loop
The player navigates the map, fights with villagers (or avoids them) and completes map goals, different for each map:
- The player controls a swamp nymph on closed, top-down maps.
- The player character can move around the location, hide in water, swamp and bushes, interact with items, and attack the villagers.
- Each map contains:
- A number of villagers doing their stuff - patrolling, working, sleeping, etc.
- Interactable places, like water or bushes where the player character can hide.
- Interactable items, like barrels that the player can destroy or throw.
- An end goal - something that moves the player to another map.
- Interactions with enemies: (TODO: simplify this section, move details to a game design subpage)
- When a villager notices the player character, they start attacking.
- When the player character hides, the attacking villagers start looking for the player character (advanced AI).
- TBD: do all villagers attack, just the one that spotted the player or some of them in the vicinity.
- Both the enemies and the player character die easily.
- There are no collectibles, no points, no achievements in this game.
Mechanics
Story and levels
One of the Nymphs is kidnapped by people. We go to the rescue. We travel trough swamp, fishing village and finally a dungeon. Each zone is harder than the last, with more armed guards and less vegetation and bodiess of water that would work to our advantage.