Retrovolve

Built a 2D pixel-art platformer around a three-form transformation mechanic, with hand-animated sprites, behaviour-tree enemies, and a story told through collectible cassette tapes.

Team
Solo
Engine
Unreal Engine 5
Type
Personal project
Status
Released

Play it

Runs in the browser. Loads on demand so the page stays light.

The problem

A transformation mechanic is only interesting if each form is genuinely the best tool for some situation. Three forms that all solve the same problems would collapse into one.

The approach

Gave each form a distinct verb and built level geometry that demands it: human for the grappling hook and devolution ray, monkey for agility, robot for heavy attacks. Enemies use behaviour trees and environment queries so encounters respond to which form the player arrives in.

What I built

  • Evolving and Devolving Mechanic: Switch between human, monkey, and robot forms, each with unique abilities—human for grappling and devolution ray, monkey for agility, and robot for powerful attacks.
  • Dynamic Platforming: Run, jump, and use a grappling hook to navigate challenging environments.
  • Behavioral AI Enemies: Face intelligent foes that patrol, attack, and react to your actions.
  • Collectibles and Storytelling: Discover the story through hidden cassette tapes, unveiling key plot points through audio narration.
  • Pixel Art Animation: Beautifully crafted 2D animations that bring characters and the world to life.
  • Immersive Sound Design: Engaging sound effects and original music that enhance the game's atmosphere.

Gameplay

Screenshots

Built with

Engine
Unreal Engine 5
Languages
Blueprints
Tools
AudacityGIMP
Disciplines
2D pixel art (Aseprite)Animation creationAI logicBehavioral treesQuery systemsSound and musicGame design documentationLevel designPlayer controlsGame mechanicsParticle effectsHUD design

What I'd do differently

Separating the forms by traversal verb rather than by damage numbers is what made switching feel like a decision. The cassette-tape collectibles carried the narrative without cutscenes, which suited the pacing better than dialogue would have.

Links