World Design
As a team we wanted to create an open world game, but with a relatively short scope this was hard to do. We found many ways to provide player agency by opening up the world for exploration and providing optional pickups which would help during combat and dungeon.
The objective of the game is to find all the needed ingredients and stack them up in the village. Which order these ingredients was to be picked up in didn’t matter, creating a lot of player agency and choice.
To keep the experience fun and navigateable we divided the world into different clearly recognizeable biomes and areas.