Winter's journey through the temple is not an easy one. After the door behind her slams shut, she realizes she needs to get out of the temple as quickly as she can because she believes an avalanche could happen any minute. To escape, she must reach the top of the temple before the door to the top closes and causes the avalanche to bury the temple with Winter along with it.
I planned on having a handful of different movement options other than the basic move and jump. I wanted to add a slide when you pressed "S" and a wall jump/kick function. There were going to be mini QTEs when you got close to certain obstacles and doors that act as shortcuts and make you test your skill if you get to them fast enough. And a timer you had to beat to finish the level, it would be a 5-minute timer or lower, depending on what difficulty you're playing on; this would also be tied to the shortcut doors. Everything was going to flow into a satisfying, fast-paced platformer, but it was too ambitious for the time we had.
The type of music I wanted would be an upbeat, intense kind of music when running through the temple, but since I can't make music, I figured I would just use music from Toby Fox. You would be able to hear the shortcut doors close to indicate you couldn't enter the next one anymore; this would also be shown by subtitles if enabled. There would be what I call "flair," which would help make the character more expressive when parkouring. Adding on the flair, I love how expressive and exaggerated the ZZZ animations are, so I thought it would be cool to add those if I had the time.
I planned on having 3 features and decided I wanted to add 1 more. Those features would be subtitles, button remapping, and hints for puzzles, but I decided to replace the hints for Colorblindness, since Puzzle wouldn't be worked on anyway.
The game would be 2D, and you'd be on a timer. Your goal is to reach the top of the level before time is up. The amount of time you have will be determined by the difficulty you chose. To move, you would press "A" and "D" to move left and right, "W" to jump, and "S" to slide. You could also wall jump/kick. To "jump," you would need to jump on a wall and latch onto it, then jump away from the wall. There is also "kicking": to achieve this, it's the same as "jumping," except that instead of making contact with the wall, you jump away from it at the last second; this gives a small speed boost that lasts a few seconds when performed successfully. There would also be a climbing function, jump on a wall, latch onto it, hold the button you are using to latch onto the wall, and hold "W" or "S" to climb up or down. Climbing uses stamina, so you can't climb very long. The temple would've been randomly generated from a variety of pre-made rooms. Along the way, you would've encountered obstacles that, if you got close, would trigger a QTE, and you would need to press the key displayed in 2 seconds. You would only need to press one key instead of a sequence; the keys would be IJKL. If you succeeded, you would be given a small speed boost that lasts a few seconds. If you failed, you would either trip, slowing you down, or slip/fall, sending you back, but the obstacles would then turn into a small shortcut to let you bounce back quickly. You will also find shortcut doors along the way. There are 3 that can appear, and they are all tied to the timer; they will close one by one when a certain amount of time has passed. The shortcuts themselves are a bit more difficult than the long way, but not too difficult. There are also hidden shortcuts in the long way, but they'll be revealed as you play the game and start pushing yourself. When you get to the final room, you will be greeted by a large door. Pass through it to win. This is the same door that closes when the time runs out.