Game Overview.
The game that i have created is called "Isaac's Unlikely Adventure!". This is a platformer with an emphasis on speed and skill, in my game i have simple mechanics which are to be used together to achieve victory. From the original concept there have been some changed due to time constraints and lack of knowledge of the software. The story (or lack there of) is about a lone monkey who is searching for new types of food throughout the different areas. There are 3 different levels, each with their own theme, goal food and mechanics. Each level increases in difficulty and all can be tricky if the player is not playing attention. The themes of the levels are Lab, Jungle and Mountain.
You play as Isaac, he is an ordinary monkey who just want to try new food, there were previous concepts for Isaac each were a bi different but it was the same concept, the idea of a front facing came from the fact that it would take lots more actions and work to create more sprites for right facing animations and left facing animations. Isaac has a base set on animation for Idling, jumping and moving left/right, these are basic animations which
The different mechanics of this game is double jumping, wall jumping and power ups which give you an extra jump in the air. The combination of these can make for some difficult platforming sections in which the player has to manage their jumps to reach the end of the stage. Throughout the stages there are obstacles that obstruct your forward progression to an extent and you have to use your previously learned skills to traverse these death traps. There are also Turrets that shoot in one direction, these shoot arrows which kill the player on contact, these can either be blocked by platforms or dodged by the player. This games mechanics are quite messed up in the sense that sometime the controls do not work sometimes and it can be quite difficult to wall jump successfully. In the future the mechanics for my game will be much more refined and they will work 100%.
The game teaches the player the mechanics with minimal text, the player for the most part learns for themselves which gives them the incentive to carry on. The player always has a clue on where to go because in each level the ending point is at the top of the level and the player has to use their skills to get to them in the conventional way or the non conventional.