To Slay An Oni

Game Design, Project Management

Roles: Game Designer (Systems, Combat, Enemy Design) · Producer · Narrative & Presentation


To Slay An Oni is a roguelite inspired by Vampire Survivors with a Japanese folklore twist. Players control a ronin navigating waves of yokai monsters, using weapon upgrades and a dash mechanic to survive increasingly challenging encounters.

I worked on designing gameplay systems, balancing progression, coordinating day-to-day development, and handling production tasks, including writing narrative and preparing store pages.

This project was part of my minor course game design & development. In 6 weeks we were to develop and fully release a 2d mobile game on either the app or google play store. In a team of 5 I was the designer for this project. Which besides designing the game also brought with it some extra responsibilities such as taking care of the games release and serving as a project lead within the team.

Gameplay & Systems Design

  • Designed core upgrade loop: leveling through XP from enemies, choosing between weapon upgrades, health, speed, or regeneration

  • Built weapon and shrine system: defeating enemies near shrines rewards new unique weapons

  • Introduced dash mechanic: added player agency, allowing players to manipulate waves, save themselves, and experiment with positioning

  • Balanced enemies, upgrades, and progression using spreadsheets to ensure challenge and reward scaled appropriately

  • Developed three boss encounters that reinforced enemy mechanics and player skills:

    • Boss 1: smashing and charging patterns

    • Boss 2: combined projectile enemies with new interactions

    • Boss 3: Raijin, god of thunder, using lightning attacks in a small arena

Boss encounters were particularly satisfying to prototype,  the mechanics came together and felt like a complete, polished experience.

Reflection: Even within a limited scope, carefully chosen mechanics can create depth and player expression.

Enemy & Theme Design

  • Curated enemy roster inspired by japanese yokai folklore, including smashing, chasing, and projectile enemies

  • Designed enemies to interact with dash and movement mechanics, creating layered challenge

  • Collaborated with the solo artist through sketches and discussion to ensure readability and thematic cohesion

  • Maintained mechanical consistency while creating visually distinct and fun monsters

Reflection: Exploring folklore gave me room for creativity while working within mechanical constraints. 

Team Leadership & Production

  • Coordinated day-to-day development, keeping the team aligned with a shared vision

  • Facilitated theme selection, leading to the choice of a ronin protagonist and yokai enemies

  • Managed production tasks: presentations, trailers, Google Play Store submission, milestone tracking

  • Learned to balance developer preferences with gameplay vision, making tough design decisions quickly to not impede development

  • Discovered how much can be achieved in a short period when the team is aligned and has clear tasks to work on

Reflection: Leading without formal authority was a challenge however I realized I can lead effectively, but positioning myself as a responsible decision-maker early is essential.

Narrative & Presentation

  • Developed concise narrative content for the ronin protagonist and yokai enemies

  • Wrote and updated store pages on the Google Play Store and itch.io

  • Ensured marketing copy reflected gameplay and thematic tone accurately

  • Coordinated visual assets with narrative content to maintain cohesion

Reflection: Writing narrative and marketing materials helped me see how story and design shape the player’s first impressions and I also learned that this really takes some time to do well.

Key Takeaways

  • Short, small-team projects can achieve focused and fun gameplay if the vision is clear

  • A single active mechanic, like the dash, can dramatically expand player agency

  • Iteration and testing reveal insights that theory alone cannot

  • I grew significantly in team coordination, leadership, mechanical prototyping, and narrative presentation


© Created by Wout van der Weel