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A downloadable game for Windows

Welcome to Dodgeo, an Action/Dodge 2D game, can you break the High-score

In this minimaliste game, you are a "square" stuck in a painting. Be careful, many "triangle" wants to kill you.

 Your only weapon is your hand: you can throw them to teleporte all over the place!

But, wait, how can i defeat ennemis with just a teleportation? I can't fight them? No, you can't.

However, you can use the AIKIDO to defeat your opposant. Backfire the ennemis attacks, to crash them, and win points doing combos. 

Are you ready? Good Luck, and don't forget, AIKIDO is the way. 


GAME DESIGN: 

High concept:

Our contraints is to make a fun prototype with primary geometrics shapes with SHIVA ENGINE.

Our design begin with find a experience: "AIKIDO", or in other words, backfire the ennemis attacks.

Main competences is reflex and anticipation

We want to challenge players in there reflex and anticipation skill.

Mecanics:

          The only mecanics is to move. The player can move fast with his teleportation, pass through and dodge ennemies. 

Tools:  

          During this project, we learned the Rationnal Game Design, and try to use it on our game. By rationalising our first prototype, we find our "game heart": To dodge.  

This method was very benefit because it help us to find the "fun" of our game, and ajust our design. 

          3C are very important for us, we past long time to find a good speed, a good fluidity in the jump, at every level of design. As the player have just on action, it need to be very pleasant, and easy to handle. 


          The player can move only horizontaly, but the ennemis can go in every direction (XY axis):


Ennemies:

          At this moment, we had a build concept, we knew the heart or our game and good 3C. We continue designing ennemis:

The timing of ennemis spawn is a key to the rythm of the game. It need to be the metronome of the intensity of the current phase. So, if we do a curve with the time of apparition of every ennemis, and the current time, we have to find somethings like a "flow curve":  


Jump, the risk and reward:

          Actually in our prototype, the player move only horizontaly, and ennemis can move in all direction in XY axis. We add a new mecanics: jump case. If a ennemis crash on this case, the player jump.    

At this moment, the player can take the bonus in the air, and make lot of point.

BUT, he his close to the ennemis spawn too, It's a risk and reward moment:


red = ennemis spawn  & green = point

          One of the contraint was "use simple geometrical forms". Our volontee was to make a character design who explain the function of it: "Form Follow Function". In this way we do the design of the characters: Triangle for this sharp angle is the bad guy, the square the good, and the circle the bonus.  

POST MORTEM:

- The rythm of the game need more iteration, it became very intensive to fast

- Camera of 3C need more move. It need camera move when the player move, dodge, jump, take point, etc.

- The player haven't any reward when he do a good move, or take lot of point, or have a big combo. That is a mistake in the kind of game, it should motive the player, and be emotionaly pleasing.

- Music don't grow up. He should have to start slowly, and be as intensitive than the ennemis waves.

- Tuto understand by half of player.

- Jump can be to be more develop, it's a rich mecanics underuse


Worker: 2 students, 

Technologies: Shiva -> Lua and XML, Phaser -> JS

Production time: 2 weeks,


This is a student project for the ETPA Game Design School.

By Draina: Here & Angelo: Here   

Download

Download
Dodgeo.rar 33 MB

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