For the first rapid prototype task, we were tasked with the phrase "sticky situation". This meant that we now had to design a Game Mechanic that emobodied this phrase. You could approach this in many ways, but I've decided to make a game where you play as a spiderman like cube. Who can shoot up to three webs at a time. When you've shot your third web and shoot yet again, the first web you shot will be replaced by your new web. It's your goal to get to the green box without touching the red dots.
With this rapid prototype task, I actually don't fully remember what our task was. But it was probably something that had to do with intensity and or the use of light. I decided to settle on a jailbreak scenario for my game, where the goal is to dodge the lights searching for us. At first it was just a boring seeming game where lights move around. To further increase the intensity, and the game mechanics design, I decided to both add in an alarm sound, and a red light that turns on and off each time the sound is triggered. Then I added some red lights, which the player also cant walk into. The twist here is obviously that the red lights aren't visable in the alarm light!
For this rapid prototype task, we got the simple word "slipperyness". Here I obviously just started thinking about all the ways slipperyness could be interpreted. I ended up with banana peels and ice, and turning it into a game mechanic. The idea is that when you step on a banana peel, you slide around on the ice in the way you are facing. And it's your goal to slide to victory! Unfortunately, the bounce mechanic that I wanted to add, in which some walls would change your direction depending on the angle you hit it with, was too difficult for me to code.
I don't remember the phrase or word that led me to create this prototype, but whatever it was drove me to create this parcour platformer. The balls bounce you high in the air, the long platforms move and the small platforms, along with the balls, dissapear after a while. Your goal was to remain on the platforms for as long as you can. Unfortunately this was a terrible prototype. You can just remain on the platforms that don't dissapear and win that way, and the platforms are so random that if you start to fall, there's near to no chance you'll land on another platform that saves you.