Play as a little skull on a spring. A 3D Platformer with a twist, your'e always jumping. Collect collectables, defeat enemies and reach the goal in record time. The game is about presisly timing your jumps and your orientation to get to where you need to go and maintain your momentum. A big inspiration for this concept is the rabbit character from the very popular flash game run 3. https://www.youtube.com/watch?v=MJf7CcffHbI
Not the type of game you typically think of when you think of peak game design but I find this type of movement very satisfying and it makes you feel really good at the game even if you're not.
An expanded version of my game tech project. Same core mechanics with a new rogue lite loop. You play as a cat with cat like movement (wall jumps, dives, generally very agile). You have a bullet time ability (all bullets are projectiles no hitscan). When a cat gets a gun the recoil launches him, this is a core gameplay mechanic. My goal is to have a wave based arena with shop phases where you can purchase a few upgrades for yourself and your guns but the primary form of upgrade are modular tweaks for your arena. The further you progress the more tailored the arena is towards your playstyle.
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This game is based off the assets I made over the summer for my GME 336 class. This would be a timed parkour based game where you are being chased by a demon. Similar mechanics to mirrors edge or a much more in-depth version of uncharted climbing but you are being chased, kind of like gMod deathrun (I think I'm more of a sandbox person). Honestly this is the idea im least likely to go through with but I have some nice assets for it.
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