{"id":11875,"date":"2025-11-21T17:44:37","date_gmt":"2025-11-21T16:44:37","guid":{"rendered":"https:\/\/studio.ican-design.fr\/?p=11875"},"modified":"2026-02-05T15:15:03","modified_gmt":"2026-02-05T14:15:03","slug":"spitfire-game-design-05","status":"publish","type":"post","link":"https:\/\/studio.ican-design.fr\/spitfire-game-design-05\/","title":{"rendered":"Spitfire \/ Game design 05"},"content":{"rendered":"

In this 2D platformer game, you must not let your flame consume you or be consumed as you venture forth on a journey to find your inner balance.<\/p>\n

<\/p>\n

Genre :<\/strong> Puzzle platformer – Narrative\u00a0
USP : <\/strong>An emotional journey where your life\/resources are managed through set environmental puzzles\u00a0
Win condition : <\/strong>\u00a0Reach the end of the level
Lose condition :<\/strong> The MC\u2019s flame goes out or grows too big<\/p>\n

Lien Itch<\/strong> : https:\/\/kealyane.itch.io\/spitfire<\/a><\/p>\n

The team<\/h2>\n

Fanny ALLEN, Lucie BOURRIER, Laur\u00e8ne BROQUET, Emma LAMOUCHE, Eden TAMENE<\/p>\n

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The Flame<\/h2>\n

Our character has a flame in guise of their head, that grows or reduces based on defined environmental elements. Losing this balance will lead to your inevitable death.<\/p>\n

\"\" \u00a0\"\" \u00a0\"\"<\/p>\n

Indeed, three player character can either gain too much flame\u00a0 and get consumed, or loose too much and get whiffed out.<\/p>\n

There are 3 different flame-altering ingredients within ours levels<\/strong><\/p>\n

\"\"Zones<\/strong> : The player\u2019s flame grows\/reduces when they\u2019re standing in this zone. The zone\u2019s property is either indicated by a rainy VFX or one with smoke and embers, depending on whether it increases or decreases the flame.<\/p>\n

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A punctual GPE where the player\u2019s flame gets bumped up\/down to the next\/previous state when they touch it. The point\u2019s property is either indicated by a droplet or a flame, depending on whether it increases or decreases the flame.<\/p>\n

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Moving points <\/strong>that severely increase or decrease the flame level when colliding with player.
Static points <\/strong>that increase or decrease the flame level for a few second.<\/p>\n

Level Design Intentions<\/h2>\n

The level design intentions are to arrange the world around five biomes, each presenting a distinct mood and atmosphere. Each biome has its own pacing and specific gameplay situations. These are: Monotony (tutorial) – Wasteland – The edge -Tunnel – Balance (ending). <\/strong>Moreover, each level features a distinct color scheme, visuals, and music to complement its environmental storytelling and narration.\u00a0\u00a0<\/p>\n

Monotony<\/strong> : Uncomfortable and bleak.
Tutorial levels with easy puzzles to teach the mechanics to players<\/p>\n

\"\"<\/strong><\/p>\n

Wasteland<\/strong> : Melancholic and repetitive
Epurated levels with very few elements and interactions.<\/p>\n

\"\"<\/p>\n

The edge<\/strong> : Suffocating\u00a0and fast paced
Very crowded level with lots of elements and interactions.<\/p>\n

\"\"<\/p>\n

Tunel<\/strong> : Mastery\u00a0 and exploration
A level reusing the previous levels\u2019 mechanics showcasing equilibrium.<\/p>\n

\"\"<\/p>\n

Balance<\/strong> : Ending and new beginning
A sequence showing the character getting closure with their life<\/p>\n

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Vid\u00e9os gameplay<\/h2>\n