The experience you get for playing the game, is a fast paced vaporwave inspired exploring environment, divided into levels. You get to cooldown after defeating a boss at the mysterious town of the locals, where you can choose your next level.
The tutorial of the game will happen after you fall down a slope as a broken robotball. This downfall is your level zero. Level one is a tutorial driven by the local who found you.
Bosses emerge after ending the second and other levels. After you defeated the boss you have the option to let it life or shortcircuit it. After defeating the boss you retrieve a piece of scrap. This can happen in 2 ways, you can get it from the healed boss or you collect it from the boss.
With the memory scrap you remember a part of backstory. A flashback acures, where you become to know a little more about why you where stranded at the planet in the first place.
When the flashback has ended, you comeback to the ship where you transition towards the town (again).
In the town you feel some mystery is going on. For first entering the town you can choose the obvious paths or interact with some locals to upgrade or get to know more about the town and habitans. Some part of the town are not yet visible. This "smog" will transition further to visualise a next part of the game when re-entering the town.
If the gamer is not interacting with the game in the town, two things will happen. The robot it's eye will fall out (the robot will try to put it in it's body again) and a subtle trace of wind will visualise the next path to go to (re-)enter a level.
A concept for testing the core mechanic with a dummy: Jumping with a trick.
The main mechanics of the game are build around simplicity. The gamer has basic movement, collects crystals on the way and improves in doing tricks during the level. Thereas the core mechanic of the game is jumping. Almost at every end of a level the gamer accounters a boss stage, where the gamer has to survive the stage to finish the level.
The game is playable by using one button. This makes the game simple but effective. The one button serves as a jump- and trick-button. The gamer can improve his/her skills by searching for the perfect moments to do a front-flip. On the way it acounters obstacles to dodge by jumping. If the jumplanding is succesfully, you as the gamer get rewarded by getting a little boost.
The gamer has to rest at some point. This is possible in between the level at the village of the locals. The core mechanic
Introducing Succy Succy, a formidable enemy that takes to the skies, ready to challenge even the most skilled players. With its swift and agile flight, Succy Succy weaves through the air, casting rocks with pinpoint accuracy.
Beware as it launches both small projectiles and massive boulders, forcing players to react swiftly and strategically. Timing is key as you must leap over the boulders to avoid their crushing impact. Succy Succy's relentless aerial assault will put your reflexes to the test, adding an exhilarating layer of challenge to your gameplay experience.
Prepare to face this flying adversary head-on and emerge victorious.
Introducing Scöp, a formidable and visually striking character that takes center stage in it's own boss level. With an attention to detail and artistic finesse, Scöp's design embodies a perfect blend of elegance and power.
From the menacing gleam in their eyes to the intricate details of their armor, every aspect has been meticulously crafted to captivate players and leave a lasting impression.
The addition of dynamic interactions, such as the collapsing ice bridge and water-filled obstacles, adds an extra layer of excitement and immersion to encounters with Scöp.
Prepare to face this formidable foe and witness the breathtaking visual spectacle that awaits in your epic battle against Scöp.
We have completed the first prototype of the boss, named Scöp. In this prototype, the boss relentlessly chases the player, gradually closing in on them.
Without using the boost ability, the player will be caught by Scöp, resulting in a game over.
To make the level more engaging, we have incorporated holes and ramps into the design.
To defeat the boss, we constructed an ice bridge at the end of the level.
The player, being small and light, is able to safely cross the bridge. However, Scöp's large and heavy body causes the ice to give way, allowing the player to escape to safety.
Welcome to our vibrant hub, a central nexus where your adventure takes shape and unfolds. Explore the interactive shop, where you can catch a glimpse of the exciting upgrade options that await. Though not fully functional in this stage, the shop's UI screen teases the possibilities for future enhancements.
Feel a sense of progression and agency as you unlock new paths requiring clearing the previous levels, visually represented by imposing rocks that block your way. Your progress is seamlessly saved in a dedicated file, ensuring that unlocked levels are preserved for future exploration.
Interact with the hub through an intuitive AI-driven system, where clicking on different elements triggers your character's smooth movement towards the selected location. While limited to the shop and roads to levels at this stage, this system enhances immersion and interactivity, immersing you deeper into the hub experience.