Documentation+ User Guide


Original Concept vs Current Game:

The final version of the game is not overly faithful to the original vision of the game.  Examples of these changes would be the change in the goal of the game to be to bait out rage in someone like how games such "getting over it" and  "imposable game" in order  to change the users goal of playing the game to be one of spite. The reason for this change was because I found little motivation in  the original concept  but with this concept its closer to the heart as i grew up playing  games like  "getting over it" and  "imposable game" in class. Another big change  from the OG(original) concept was to the gimmick which was originally meant to be you could swap maps at a button press to remove obstacles from the players path but got changed to a speed run challenge with a focus on minimal deaths as if i were to use the og gimmick it would be too much extra work load due to the fact each level would be two maps rolled into one plus having both maps active but the player can only interact with one.

Feedback Summary:

Game Difficulty:

The General consensus regarding the difficulty  of the game was hard with a few saying it was too hard. The fact it was hard was  a good sign as the purpose of the game is to pose a challenge  to the player so they can triumph over it however the game being too hard is very bad. Furthermore this made me develop a second easier map so you have two flavors of difficulty the hard map (map1) or the easy map (map2). The comments regarding the difficulty were good  as it solidified that it was appealing to the target demographic (veteran gamers looking for a challenge)


Visuals:

all of the comments made by tester were mirroring each other in the sense that they like it with no suggestions for improvement.

Ease of understanding:

All testers but one  found the game to be intuitive enough to be played without a back seat driver so nothing was done in regards to this.


Movement:

The movement comments were pretty mixed  but  that was because as they stated "I died quite a bit". The responses were quite good to hear as it showed that it was complementing the current vison of the game so i kept with the track i was on.


Game suggestions:

A majority of the responses to this category gave some rather good ideas. the first good idea was to either change the UI color or add a back drop to it to make it easily readable(i added the back drop as i like green text :) ). Another change was to move the location of the door blocking off the goal  to be further up to prevent players from going in the wrong direction which i agreed with and implemented. There also was a graphical  suggestion here  which was to change a bit of the shading of the scene from max value whites and blacks to be watered down a bit to give the map a cleaner and less jarring look(implemented and looks very nice now).


  • An asset list. This should list all the assets (or groups of assets) in your game and provide a description of the purpose/use of each. Any materials from other sources should be clearly identified and referenced in this section.

Asset List:

Custom Tiles:

The tiles are used to create the map  through use of a tile map

Prefabs:

The prefab objects are used to streamline the creation of new maps or  editing the current map by making components of the map drag and droppable.

Custom UI images:


The UI uses the backdrop as a back drop so text can easily be read and the retro back is used as the tile of the game  as i could not find a nice  block font ;(

Scripts:

all the scripts act as the brains of the game and are used to  make it all function.

Physics material:

Used to prevent friction on the player ruining the movement

Font:

The Font was used to make the text in the game pop out more and was not created by me and was sourced from the Kit 109 space invaders game 

User Guide:


Gameplay:

A labyrinth that will take many deaths and a bit of time to triumph over as you dodge a variety of traps to get to the goal.

KEYBINDS:

walking : A/D

Jumping: Space

Sideways Dash: Shift

Ability's:

Wall climbing: Triggered by spamming space when on a wall

Wall Jumping: Triggered by jumping on a wall

Wall Sliding: Triggered by Falling on a wall

Checkpoints:

checkpoints are sticks littered around the map that  when  crossed over will set a respawn point for the player to teleport back to when they die.


Goal + Door + Key:

The door for each level serve as a sort of puzzle for the player  which is solved by getting the key from another location which unlocks the door so the player can then progress to the goal which is the ultimate goal of the player to end the level.

Obstacles:

  Obstacles are represented by the color of red and when touched by the player force a respawn.


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