Cycle of Elements

A first-person adventure puzzle game where players harness the power of the Five Elements to restore balance to the world.

Cycle of Elements Screenshot

Overview

Cycle of Elements Screenshot

Cycle of Elements is a first-person adventure puzzle game developed using Unreal Engine 5 (UE5). Inspired by traditional Chinese Daoist philosophy, players take on the role of a Taoist who harnesses the power of the Five Elements (Metal, Wood, Water, Fire, Earth) combined with the rhythm of seasonal changes to purify polluted environments and restore balance to the world.

The game features cartoon traditional Chinese art that blends low-poly aesthetics, traditional landscapes, talismans, and natural elements to immerse players in an Eastern-inspired fantasy world.

Key Features

Cycle of Elements Screenshot
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Cartoon Traditional Chinese Art

Blends low-poly aesthetics, traditional landscapes, talismans, and natural elements to immerse players in an Eastern-inspired fantasy world.

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Harmony of Daoist Journey

Combines the Five Elements' generating and controlling cycles with seasonal changes, allowing players to experience Daoist harmony while exploring and solving puzzles.

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Element-Based Puzzle Design

Utilizes the generating (Sheng) and controlling (Ke) mechanics of the Five Elements to solve puzzles, open new paths, and restore balance to a deteriorating world.

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Exploration Abilities

Includes Climbing and Flying (Sword Flight) abilities, greatly enriching the first-person exploration experience.

Game Mechanics

Cycle of Elements Screenshot
Cycle of Elements Screenshot

The Five Elements System forms the core of gameplay:

  • Generating Cycle (Sheng): Wood generates Fire, Fire generates Earth, Earth generates Metal, Metal generates Water, Water generates Wood.
  • Controlling Cycle (Ke): Water controls Fire, Fire controls Metal, Metal controls Wood, Wood controls Earth, Earth controls Water.

Core interactions include Element Collection & Absorption, Element Switching via UI, Element Crafting by combining elements or seasonal environments, Season Change manipulation, and exploration abilities like Climbing and Sword Flight.

Development Iteration

Cycle of Elements Screenshot

Early Level Design

Progressed from white-box (Blockout) construction to terrain sculpting, vegetation placement, and final scene art pass.

Element Collection Implementation

Initially attempted direct Actor type matching, which frequently caused errors. Switched to using Tags for identification, resulting in more reliable and accurate logic.

Element Switching Implementation

Initially used the Released input event to exit the UI, which conflicted with other inputs. Resolved by using a FlipFlop node to toggle states, allowing the UI and gameplay controls to switch reliably.


Cycle of Elements Screenshot
Cycle of Elements Screenshot

Reflection

Building Cycle of Elements was my first real dive into Unreal Engine 5, and my first 3D game from scratch. I came in with no formal game development training — just a willingness to learn by doing. I read the docs, broke things, read them again, and slowly built up a working understanding of Blueprints, level design, and the engine's rendering pipeline.

The bugs I hit along the way — the Actor-matching failures that pushed me toward a Tag-based collection system, the input conflicts that I solved with a FlipFlop state toggle — became the best teachers I could have asked for.

What I didn't expect was how much the project would make me think about games as cultural vessels. The Five Elements aren't just a gameplay mechanic to me — they carry a way of understanding the world that stretches back thousands of years. Embedding the generating and controlling cycles into puzzle design, letting seasonal rhythms shape how players approach problems, was my attempt to make that philosophy something you feel rather than just read about. Games can be entertainment and still carry meaning. That's the part of this project I'm most proud of.

THE SHIFT From building a mechanic to carrying a meaning. BEFORE · MAKE IT WORK Get the mechanic to function. Blueprints · Bug Fixing · Feature Complete AFTER · CARRY A MEANING Make the philosophy something you feel. A game can be entertainment and still carry meaning. Five Elements · Seasonal Rhythms · Cultural Vessel