A downloadable game

Title: "Planet escape"

Overview:

"Planet escape" is a multi-level, side-scrolling platformer set on an alien planet. The player navigates a space explorer through treacherous terrain, collecting alien artifacts, and avoiding or defeating extraterrestrial creatures to reach the spaceship before the planet's rotation plunges the area into extreme cold.

Objective:

  • Main Objective: Reach the spaceship before the timer runs out, signifying the planet's dangerous temperature drop.
  • Secondary Objectives: Collect all alien artifacts and defeat or evade alien creatures for a high score.

Level Design:

Start Point:

  • The level begins at the crash site of a small exploration rover. A brief message instructs the player: "Use arrow keys to move, space to jump. Reach your spaceship before nightfall!"

Section 1: Alien Foothills

  • Terrain: Gently rolling hills with alien flora, introducing the player to basic movements.
  • Obstacles: Small craters and geysers ejecting cold gas, which resets the player to the start of the section if touched.
  • Collectibles: Alien artifacts that glow, encouraging exploration and jumping.
  • Enemies: None, focusing the player on mastering movement in the alien environment.

Transition: Escalating Extraterrestrial Challenges

  • Terrain: Introduce floating rock platforms and terrain with varying elevations.
  • Obstacles: Unstable ground that collapses after a short period and larger craters.
  • Collectibles: More challenging artifact placements, including on floating rocks.
  • Enemies: Static alien sentinels that can be avoided or deactivated with a well-timed jump.

Section 2: The Crystal Caverns

  • Terrain: A series of interconnected caves with luminescent crystals.
  • Obstacles: Sharp crystal formations that defeat the player on contact, demanding precise jumping and movement.
  • Collectibles: Rare crystals acting as high-value artifacts, placed in risky locations.
  • Enemies: Patrolling alien creatures with predictable patterns, requiring timing to avoid or disable.

Section 3: The Final Run

  • Terrain: A mixture of open terrain and tight cave sections, leading to the dramatic climax.
  • Obstacles: Moving rock platforms over lava flows, requiring quick reflexes.
  • Collectibles: The last set of artifacts, leading up to the ultimate challenge.
  • Enemies: A larger alien guardian blocks the path to the spaceship, requiring multiple interactions to bypass.

End Point:

  • The spaceship, acting as the level's finish line, situated on a launchpad illuminated by emergency lights. Upon reaching the spaceship, the player's time and score, including bonuses for remaining time and artifacts collected, are displayed.

Implementation Tips:

  • Unity's 2D Platformer Microgame Kit: Use the kit's assets to represent platforms, enemies, and collectibles, customizing them to fit the alien planet theme.
  • Inkscape: Draft the level layout with Inkscape, focusing on alien aesthetics for terrain and obstacles. Clearly mark sections, enemy paths, and artifact locations.
  • Simplicity and Testing: Maintain simplicity in design and frequently test the level. Adjust based on player feedback to ensure the level remains engaging and balanced.

Testing & Iteration:

  • Playtesting: Crucial for identifying issues with gameplay, such as difficulty spikes or unclear objectives.
  • Feedback: Gather feedback from diverse players and be willing to refine the level design to enhance the play experience.

Download

Download
game-design.pdf 2.6 MB
Download
new-game-design.pdf 4.5 MB
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final-GD-kusak.pdf 4.5 MB

Development log

Comments

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Giving 10 points

  • Unfortunatelly there is not visible how a level would be created from the one page design. How specific tiles would be placed (or at least idea of it). It is more “marketing” than “design”