The Hell Runner team project taught me about working in a team with other colleagues in order to create a successful product. We began by researching, generating and mind-mapping various ideas. The end result was Hell Runner, a mix of some of our individual ideas. My main job during the development of Hell Runner was to conduct research on our competitors, advantages and disadvantages of each distribution platform, including our price point and monetisation strategy. Other team members focused on accessibility, music, technical elements and styling.
The idea for "Hell Runner" involved demons from hell, surviving through levels of enemies leading towards the major capital where all hell will break loose. The main character (player) would be customisable, with male demons, female vampires and a gangster available as avatar for the main character. It was decided that there would be three levels of increasing difficulty: Tutorial, Desert of Fire and Capital. The player would have the ability to move around the arena, whilst avoiding Voidsters (hands which are set to pull the player character into the void), Flamers (animated flames which change expression when approaching and throw fireballs when attacking), ground-based demons, air-based flying demons (which will mainly focus on ranged attacks with bows and flame-tipped arrows) and laser throwing demon eyes.
Skill based avoidance of enemies
Enemy Lanes
Currencies Gemstone (Premium), Coins (in-game currency) used for customization (limited, events items)
Slingshot/Artillery (ability)
Sandbox mode
Level uploads
Leaderboards
Endless Runners fall under the hyper-casual category, which make up 30% of the total downloads.
The style of Hell Runner is a 16-bit 2.5D side scroller. Some of the small enemy characters which I designed in Pixel Art and animated are displayed below: