A 2d Platformer game
Flat, weak, Timer, Oscillating, Gapped Spikes, Moving Spikes
1 Tutorial, 3 main, 1 boss, 2 secret sections
Auto Tile, Decoration objects on floor, ceiling, and mid air. Wall Decals, Solid Platform Decals, Parallax Background and Foreground
Land dust, double jump indicator, bullet shells, death juice, star flash on collect, flash on knockback
- Replenish jump
- More damage
- More shield
- Invincible timer
- Themed collectibles
- Functional collectibles
Tutorial level introduces:
- movement
- main mechanics
- functional collectibles
- powerups
- combat system
- level
- challenge movement
- level
- exploration
- level
- challenge combat Boss level
- boss battle
- Secret level
- exploration
- Secret level
- challenge combat
Combat system, player shoots projectiles Abilities, player can jump, double jump, wall climb Inventory, player can collect collectibles which appears at the side of the screen to collect them all unlocks features.
Camera
Checkpoint system, each level has a spawn point, and a leave point. If a player dies at a level it restarts on the same level it died and 1 life is spent. Player has 3 lives, when run out, game restarts.
Run, jump, double jump, wall climb, shoot
spawns, has health, takes damage from enemies with a knockback, reduces health. when health reaches zero dies.
shoots projectiles at enemies collects collectibles, powerups
followed by side-kick
Flies around player, follows player, sometimes shoots at enemies.
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Ground
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Shooter
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Flyer
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Mimic
- Shadow mimic
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Charger
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Homing
A character without a clear backstory, focused solely on the journey. In a lighthearted atmosphere
Narrative, atmosphere, world building
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A 2d Platformer game
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1 Main character
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1 Side character
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3 Enemies
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1 Boss
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2 Set of collectibles
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2 types of Powerups
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enemy types
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flat platforms, weak platforms, timer platforms, spikes, oscillating spikes, gapped platforms, moving spikes,
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decorations, auto tiling system, decals on walls or inside solid platforms, parrallax background and foreground.
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environment, 1 tutorial, 3 main, 1 boss, 2 secret sections
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visual effects, land dust, double jump indicator, bullet shells, death juice, star flash on collect, flash on knockback
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mechanics, combat system, power-ups, abilities, player movement, checkpoints, inventory, narrative, atmosphere, world building
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level design, purpose, theme and atmosphere, structure, challenges and rewards
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misc, jetpack, grapplink hook, triple jump as a powerup, elemental burst, homing missiles, electric lightning.
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A Platformer with the character can, run, jump, double jump, shoot, climb.
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Enemies, character jump on enemies to squash, or shoot them from distance.
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Enemies can attack, causing damage, and they have a certain life.
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Collectible coins, life, reflenish jump, more shoot damage, power suit, shield armor
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Character has 3 lives
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When character gets hurt, it loses some of its collected coins, if it gets hurt with no coins, it dies.
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One guide
- shows tutorials
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One side kick
- follows around everywhere
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One weak enemy, a dog
- patrols, attacks when approached on short distance
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One tricky enemy, a bat
- air patrol, charges an attack on long distance sight
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One boss, a tree
- leave attack, shoots leaves on some directions at air level
- root attack, shoots roots out of ground
- wind attack, something about wind.
- boss is vulnerable at certain points player can shoot into.
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Static obstacles like, spikes, shooting arrows or dead lava causes instant death
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Ground, high platforms, walls, bounce platforms, one side platforms, on off platforms, weak platforms, spikes
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Decorations, plants, auto tiling tiles, Decals on walls or inside solid platforms, background.
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Environment
- 1 tutorial, 3 main sections, and lead to a boss section total of 5 sections. And one secret special level.
- Based on theme
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Visual Effects, dust on land, double jump indicator visual, shoot bullet shells, drop juice on death, star flash on collectible collect, flash on power up collect, flash on get hit knockback.
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Secret platforms on air, with a visual cue, that leads to extra collectibles.
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When extra collectible collection is completed, secret special level unlocks.
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Secret special level includes, lots of mana.
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Shoot damage is proportional to player's mana.
Extra ideas:
- An electric lighting is cast upon to kill all enemies in sight.
- Homing missiles follow the player.
- Elemental burst, release a burst of energy, (fire ice) to clear enemies near you.
- Triple jump as a power-up
- Gliding
- Grappling hook
- Jetpack
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Ground, slow mover, jumper
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Shooter, shoots a projectile
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Jumper, agile, jumper
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Flyer, attack from above
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Crawler, low to the ground, slow steady
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Mimic, a decorative object that attacks when approached
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Boomer, explodes on death
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Charger, fast moving, rushes at player
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Homing, a projectile, seeks out player
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Parasite, a slow moving, attaches to player.
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Shadow Stalker, dark, difficult to see.
- Companion guide, shows how to play like a tutorial, than tags along with the player.
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Rising and Falling Platforms, moves up and down
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Oscillating Platforms, swings back and forth
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Breakable Platforms, shatter when player jumps on them
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Timed Platforms, sets on and off with a timer
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Platforms with gaps,
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Moving Spikes
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Level's Purpose, tutorial, challenge, exploration, boss battle
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Theme and Atmosphere, visual style, audio design, enemy and character design
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Level Structure
- Flow, clear path for the player to follow
- Pacing, balance challenging sections with easier ones.
- Variety, Mix up elements to keep hook
- Rhythm, Consider timing of obstacles and rewards.
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Challenges and Rewards
- Obstacles
- Power Ups
- Collectibles
- Secrets
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Combat System, how player interacts with enemies
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Power-ups and Abilities, how special abilities changes gameplay
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Player movement, how player moves, double jump, wall jump, dash etc.
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Checkpoints and Saves, how player progress through the game
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Inventory System, how player collect items.
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Narrative, how is the story told?
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Atmosphere, overall mood and tone
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World building, how world is created, presented
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Dreams, surreal landscapes, subconcious characters, dream logic
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Steampunk, gears, cogs, robots
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Egyptian, pyramids, pharaohs, mummies, hieroglyphs
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Greek, Gods, titans, monsters
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Music, notes, instruments, rhythm, sound waves
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Food, candy, sweet, salt, steak, corn, sugar, coffee
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Historical places
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Cave, Rocks, Bats, Earth
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Jungle, Snakes, Trees, rain, thunder
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Autumn, leaves, squirrels, trees, pumpkins, fog.
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Winter, snow ice, penguins, polar bears, igloos.
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Space, aliens, Lasers, galaxies, black holes
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Abstract, shapes, text
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City, cars, buildings
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Inner buildings, offices, phones, people
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Rainbows, unicorns, clouds, sky, sun
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Post Acopalyptic Wasteland
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Wild West
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Robot rebellion
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Medieval Knight, Castle
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Ninja
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Haunted House Horror
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Tools setup: engine, art, music
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Brainstorming: Come up with game ideas and themes
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Finalize concept: Decide on game's concept
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Design document: Document main features, controls, objectives
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Code
- Project setup
- Collision Detection
- Movement
- Camera
- Hazards and Obstacles
- Collectibles
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Game Progression
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Level Design
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Prototype
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Refinement
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Character Sprites
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Environment Tiles
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Animations
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Sound Effects
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Background Music
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UI Design
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Level Creation
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Playtesting
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Adjustments
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Polish
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Additional Features
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Bug Fixing
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Optimization
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Final Playtest
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Polish
Pre Jam
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Tools Setup
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Brainstorming
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Design document
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Code, Project setup
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Code, Collision Detection, Movement
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Code, Camera, Level Transitions
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Code, Hazards and Obstacles
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Code, Collectibles
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Code, Decoration
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Code, Game Progression
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Code, Animations, Sprites
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Code, Etc,
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Code, UI, Transitions
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Prototype
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Refinement
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Art, Characters
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Art, Environment Tiles
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Art, Hazards and Obstacles
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Art, Decoration
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Art, Background
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Art, Fx
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Art, UI, Text, etc.
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Audio, Sound FX
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Audio, Music Background
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Design, UI
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Design, Level
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Level Creation
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Playtesting
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Adjustments
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Polish
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Additional Features
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Bug Fixing
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Optimization
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Final Playtest
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Final Polish
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Cover Art, Trailer, Descriptions, Publish