Pass On - 2D Platformer
Game Design | Level Design
Summary
In this project our goal was to create a tight and speed run friendly 2D Platformer.
I worked on the game design and level design and collaborated closely with other disciplines, especially on the gameplay with Axel Melkersson.
Project Breakdown
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8 weeks half time
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Created using Tiled and TGA 2D
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Responsibilities
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Game design
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Level design
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Set dressing
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Programming
Axel Melkersson
Benediktas Vilkelis
Daniel Jonsson
Denise Bröste
Linnea Almlöf
Theo Björkhem
Level Design
Alexandra Kervefors
Hannes Gille
Henrik Ek
Graphics
Deniz Serinkaya
Erik Bautista
John Atterstig
Kei Mak
Reflections
Simplicity and game feel - I was responsible for most of the game design and created a lot of the gameplay in close collaboration with Axel. As we knew that people would not play our game for a very long time, we wanted the movement to be very easy to learn and feel fun right away. We therefore created a very simple movement. The player could walk, jump, and double jump.
To add gameplay variety with the simple movement we created a lot of things that the player could interact with in the environment.
For example:
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Springs that launched the character into the air.
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Moving platforms that could be stood on or jumped off to gain more velocity.
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Platforms that disappeared a short time after the player landed on them.
We also added some features to improve the game feel.
For example:
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A ledge grab for when the player just misses a platform.
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Coyote time for when the player presses the jump button right after they leave a platform.
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Saving the players jump input if they press it right before they land.
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A tight jump with relatively high gravity.
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Fast acceleration and deceleration, and allowing the player to turn instantly.
United vision - We had a very clear vision for what we wanted the game to be. This lead to every decision being made serving that common goal and in the end a game that felt very uniform and well rounded.