An early university project redesigning Flappy Bird with a different perspective and some extra challenging mechanics.
An early university project redesigning Flappy Bird with a different perspective and some extra challenging mechanics.
Changing the context to a desperate sea monster chase involved drawing and animating a host of unique sprites, then figuring out a smooth pipeline for exporting and implementing them.
In terms of gameplay additions, I implemented tentacles that move laterally as well as vertically, plus a fog that can randomly roll across the screen once the player reaches a score of 10. Utilising sorting layers and 3D space to add parallax to the water also helped give the illusion of depth.
Further details of my process can be found in my development blog below.
With more time, I would rebalance the game to make the difficulty increase more gradually. I may also add extra challenge features, like tentacles that spawn from the top of the screen and scroll downwards. The UI could definitely be redesigned as well to better fit the hand-painted aesthetics.