Gobelin'Surrection is a Tower Defense with maze in which you play as a mecha magician who defends the castle of his king.
By placing different gears and turrets you can face the revolution!
→ two-month project
→ project designed in a team of 4
→ created with Unity in C#
→ using Photoshop and GIMP for 2D assets
→ using Blender for 3D assets
Goblin'Surrection was created over a period of two months as part of our end-of-studies project for my professional video game degree focused on Game & Level Design.
On this project, I took on the role of Lead Developer/Game Designer by designing and balancing the different variables in the game.
The development part was complex, but with the help of my classmates, we overcame this obstacle.
The game is an original Tower Defense designed around the theme "Revolution".
We decided to interpret this theme in both senses of the word: the classical sense of revolt and the rotation of one object around another.
Thus was born the idea of having original turrets that do not shoot at enemies, as in a classic TD, but which do damage using a magical orb in orbit around them.
Designing this game wasn’t easy. During the last two months of training, most of our courses were replaced by working time and the courses we had used to supervise the project.
We took a lot of time and made many backsets and complete changes in order to achieve a satisfying gameplay loop and mechanics.
The game mixes puzzle and reflection mechanics because turrets are pieces with several gears that must be placed correctly in order to optimize the damage they will cause.
In order for the damage inflicted to be not constant, the strength of magical orbs decreases temporarily after injuring an enemy.
Goblin'Surrection has another interesting mechanic called the "Switcher".
On the castle that the player must defend, there is a large arrow that indicates which gear array is activated.
The player must rotate the turrets he activates in order to get rid of the revolutionary goblins after placing his network intelligently.
The game is available below on itch.io but the result isn’t necessarily super stable.
The game runs correctly, the gameplay loop works, but there are some bugs that disrupt the gameplay and can even cause softlocks.
Overall, we are satisfied with the result because it was our first big video game project. We developed this game without being experienced developers and integrated interesting concepts and mechanics.
The project was presented on Friday, March 28, 2025, at the e-LAB of the Cité des Sciences et de l'Industrie, and the live presentation is available at the following address: