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PERIL CRAB
85% · First Class

What is Peril Crab?

UE editor level overview // UE editor — cross-shaped level, enemy placements

Peril Crab is a 2D top-down Doom-like shooter built on a shared group framework at Staffordshire University (GAME30510 — Games Design Foundations, Level 3, 2023/24). The game was pre-built — a fixed framework with hard-coded parameters — and the assignment was to design a compelling level within it.

NomNom's role was entirely design-focused: building the level inside Unreal Engine by placing enemies, items, checkpoints, doors, switches, and boss skull triggers. There was no game code to write — the challenge was purely spatial design, enemy pacing, player flow, and documentation.

The deliverables covered every layer of the level: annotated design maps (environment, collectables, doors/switches, enemies, spawn triggers, critical path, explorer's path), detailed enemy diagrams with stats and attack patterns, a Quick Point Table comparing all seven enemy types, player weapon sheets, and full input mapping designs — including an optional controller implementation.

  • Awarded 85% — First Class for the module
  • Designed a semi-non-linear cross-shaped level with multiple exploration paths
  • Seven distinct enemy types placed with escalating difficulty through the level
  • Boss room difficulty tuned — initial spawn counts were too high and were reduced
  • Full annotated map suite produced: environment, enemies, items, doors, spawn triggers, critical and explorer paths
  • Enemy diagrams, Quick Point Table, and weapon sheets produced for all enemies and weapons
  • Optional controller implementation delivered using UE's Enhanced Input system
  • Switches and doors designed to gate access and reward exploration over rushing

Gameplay Video

Peril Crab Gameplay thumbnail
Watch on YouTube

// Peril GDF Gameplay — Staffordshire University assignment submission

Layout & Flow

Master map all icons // Master map — all overlays: enemies, items, doors, paths

The level uses a cross/plus-shaped layout — a branching dungeon-like structure built on dark tile floors with green slime/acid pools in open areas. The shape naturally creates multiple routes through the same space, supporting a semi-non-linear experience without requiring complex branching logic from the framework.

The design philosophy was that boss rooms escalate in difficulty as the player progresses — new enemy types are introduced progressively so the player has time to learn attack patterns before more dangerous variants appear. Boss room spawn counts were tuned down after initial testing revealed they were too punishing.

Switches gate certain rooms: some doors require a numbered switch to be pressed first, and blue switches require the blue key to be held. This forces the player to explore the level thoroughly rather than running straight for the exit.

// ANNOTATED DESIGN MAPS — SCROLL TO EXPLORE

Master map all icons
// All Icons — Master Map
Enemy placement map
// Enemy Placement
Spawn points map
// Spawn Points & Triggers
Collectables map
// Collectables
Doors switches map
// Doors, Switches & Boss Skulls
Checkpoints and traps map
// Checkpoints & Traps
Photoshop map
// Annotated Overview

Seven Enemy Types

Eye Guard enemy // Eye Guard — ranged sentinel Zombie enemy // Zombie — melee grunt

Each enemy type was fully documented — behaviour states (idle, movement, attack), stat values, and tactical notes on how they interact with the player. Enemies are introduced progressively as the player moves deeper into the level.

Snipper
Snipper
HP: 20 · SPD: 6 · DMG: −5 HP · Flanker
Very fast melee flanker. Tiny target — difficult to shoot. Uses claws for a quick bite attack. Miniature version of the Grenade Crab aesthetically, but completely different in behaviour.
Grenade Crab
Grenade Crab
HP: 80 · SPD: 4 · DMG: −20 HP · Supporter
Throws pink orb goo that splats into a slow-field on the floor. Also lobs grenades at a distance. Runs away from the player when approached — designed as a harassing Supporter type.
Gun Crab
Gun Crab
HP: 200 · SPD: 7 · DMG: −20 HP/orb · Flanker/Supporter
Most dangerous enemy. Fires 3 blue orbs in rapid succession — travel is linear but unpredictable directionally. Can also throw grenades. Runs away from close range. Longest sight range in the roster.
Eye
Eye
HP: 80 · SPD: 5 · DMG: −20 HP · Flanker/Supporter
Versatile ranged enemy that shoots fast orbs. Can spawn a shield that nullifies incoming player bullets — the Eye can shoot through its own shield. Falls back to create space when the player gets close.
Eye Guard
Eye Guard
HP: 250 · SPD: 5 · DMG: −10 HP · Supporter/Tank
Three-eyed boss-tier variant of the Eye. Heals nearby damaged allies at +5 HP per second via a linking beam. Cannot spawn a shield unlike regular Eyes. High health pool makes it a priority target.
Skull Guy
Skull Guy
HP: 70 · SPD: 2 · DMG: −10 HP · Flanker
Slow melee flanker that idles in a T-pose. Leaps at the player from distance, or attacks directly in close range. Large model scale that obstructs the player's view — good crowd-blocker despite low stats.
Zombie
Zobombie
HP: Low · SPD: 1 · DMG: −5/−20 HP · Flanker
Slowest and weakest enemy in the roster. Acts as early-game cannon fodder to teach the player basic combat. Occasionally triggers a heavier explosive hit — the only surprise in an otherwise predictable enemy.

Quick Point Table

The Quick Point Table scores each enemy 1–7 across Health, Damage, Speed, and Range — a design reference tool for balancing encounters and weapon effectiveness. Ratings where multiple enemies share a value reflect matching underlying stats.

Enemy Health Damage Speed Range
Snipper12 (−5 HP)63
Grenade Crab55 (−20 HP)45
Gun Crab67 (−20 HP ×3)77
Eye56 (−20 HP)56
Eye Guard74 (−10 HP)56
Skull Guy43 (−10 HP)22
Zobombie21 (−5/−20 HP)11

Player Weapons

Four weapons are available in the level, each placed in specific locations — some gated behind keys or switches — to reward thorough exploration over rushing the critical path.

Blaster
Blaster
Uses Pistol Ammo
Trigun
Trigun
Uses Trigun Shells
Plasma Rifle
Plasma Rifle
Uses Plasma Ammo
Grenade Launcher
Grenade Launcher
Uses GL Rounds

Designing Within a Framework

Working with a hard-coded framework meant that some intended design ideas couldn't be realised — if a system wasn't part of the framework, it simply wasn't available. Designing around these constraints required understanding exactly what the framework supported before committing to any layout idea.

Key insight The pre-built framework lacked optional collectibles, which removed the exploration element entirely. This is what pushed the design toward switch-and-door gating — the only mechanism available to reward players who deviate from the critical path.

Boss room difficulty was a recurring calibration challenge. Initial spawn counts caused rooms to be overwhelming — enemies couldn't be engaged individually because new ones spawned faster than the player could clear. Lowering spawn counts gave the player breathing room without making rooms trivial.

The Eye enemy's shield mechanic — where it could shoot through its own shield but player bullets couldn't — required careful placement in the level. Rooms where Eyes could use their shield in open spaces were far more dangerous than corridor fights, so shield-capable enemies were positioned with intent.