Submissions by aidan.fox6298 tagged platformer

Rebirth is a side scrolling 2D platformer in which dying decreases the difficulty of the game. This idea takes into account the game flow, balancing out the levels of frustration finding the perfect balance for the player, so they can complete each level – whilst necessary repercussions to score are set in play.

In regards to decreasing the difficulty, each time the player dies a threat will be removed for the following attempt until the map is entirely safe and super easy to complete. To rewards players who complete each level with as little or no deaths possible, those players who do struggle immensely will have points added to their score. However the point system works similarly to golf, with a no death run being the equivalent to a hole in one – therefore the lower score by the end of the game should reflect better skills of the player.

For the art direction, Rebirth will use saturation for importance, for example the player will consist of a bright coloured silhouette whereas the background will be greyscale void of any saturation.

Features:

  • Adaptive difficulty – dependent on player's struggles
  • Same scoring system as golf
  • Simple, pleasant art style
  • Replayable

Intended for PC, Android or iOS


Reference image: http://www.deviantart.com/art/Wake-548645729

Exposure is a 3D puzzle-platformer in which you no longer control the character/protagonist, instead you control the camera. Being the eyes of the protagonist essentially leaves them blind until you guide their path. Most games consist of either first-person and/or third-person camera perspective, however Exposure incorporates both angles for the purpose of problem-solving.

First-person mode is used to scout hard to see angles, which the player wouldn't be able to navigate through third-person controls. However, in first person you cannot direct the character's attention, meaning this view will most likely be used the least.

In third-person mode, the player can rotate around the character, using them as a pivot and can pan a certain distance away – as the camera is tethered to the character. In third person mode, the player can lay down markers to directly grab the character's attention, otherwise the character will use the knowledge it already knows from you scanning the area. The main use of marking waypoints is to force the protagonist through puzzles – ensuring that the player still has some direct involvement.

Mechanics:

  • Camera manipulation
  • A protagonist that cannot be directly controlled
  • Hidden tutorials incorporating the different views

Features:

  • A new method of puzzle solving
  • Simple, calming soundtrack
  • An abundance of levels

Main inspiration: Captain Toad: Treasure Tracker (2014)

Intended for PC, Xbox One and Play Station 4


Reference image: https://d13yacurqjgara.cloudfront.net/users/24444/screenshots/1051317/guynoir_1x.png



CHROMA is a 2D puzzle-platformer with the primary purpose to gain awareness for those with colour-blindness; this is done through the level design and art style, consisting of two colours that would clash for those with certain types of colour-blindness with a filter to make them match whilst the player navigates the level.

Upon completing a level the palette/filter will switch off to reveal the two colours that would hinder a person with colour-blindness and the type they would have. For example, "Red and Green" colour palette in regards to Deuteranopia, the most common form of colour-blindness characterised by insensitivity to green.

Each puzzle will increase in difficulty, but never introduce new mechanics, as the primary purpose is to teach people about colour-blind friendly colours when creating something in their own medium, whether they're making games, advertisements or artwork.

As a teaching tool, it could be used in schools, for children, as they may not enjoy the whole 'eye-testing' situation currently set up. Therefore disguising it in the form of a game would appear far more appealing to children.

Main features:

  • White or black player silhouette to contrast with the solid background colour
  • Certain animations will play when colliding with a wall or jumping into a platform/ceiling, much like the unique sounds and animations used in Oddworld: Abe's Oddysee
  • Awareness for those who may have friends with colour-blindness, but perhaps don't fully grasp the concept
  • Simple soundtrack to calm any frustration towards the puzzle

Reference Image: https://www.hotdesign.com/wp-content/uploads/netcol_colorblind_pal.jpg