spitfire

Spitfire / Game design 05

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.

Genre : Puzzle platformer – Narrative 
USP : An emotional journey where your life/resources are managed through set environmental puzzles 
Win condition :  Reach the end of the level
Lose condition : The MC’s flame goes out or grows too big

The team

Fanny ALLEN, Lucie BOURRIER, Laurène BROQUET, Emma LAMOUCHE, Eden TAMENE

The Flame

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.

   

Indeed, three player character can either gain too much flame  and get consumed, or loose too much and get whiffed out.

There are 3 different flame-altering ingredients within ours levels

Zones : The player’s flame grows/reduces when they’re standing in this zone. The zone’s property is either indicated by a rainy VFX or one with smoke and embers, depending on whether it increases or decreases the flame.

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

Moving points that severely increase or decrease the flame level when colliding with player.
Static points that increase or decrease the flame level for a few second.

Level Design Intentions

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). Moreover, each level features a distinct color scheme, visuals, and music to complement its environmental storytelling and narration.  

Monotony : Uncomfortable and bleak.
Tutorial levels with easy puzzles to teach the mechanics to players

Wasteland : Melancholic and repetitive
Epurated levels with very few elements and interactions.

The edge : Suffocating and fast paced
Very crowded level with lots of elements and interactions.

Tunel : Mastery  and exploration
A level reusing the previous levels’ mechanics showcasing equilibrium.

Balance : Ending and new beginning
A sequence showing the character getting closure with their life

Vidéos gameplay

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