A puzzle/Metroid-Vania game where players navigate through a computer file system defeating rouge files and solving puzzles in order to progress. Many mechanics are based on UI elements.
The player character is a desktop pet controlled with the key board. The player can also interact with objects using their courser. The two movment schemes are never needed to be used at the same time to prevent player disco-ordination from stopping puzzles being solved.
Pillars:
· The game should feel like it is inside of a computer.
· Gameplay should be progressed with intelligence rather than skill or luck.
· Narrative should be light hearted.
UI elements examples:
Grey Text are bonus mechanics if time allows it.
· Files: Files act as levels or zones, each directory has its own theme, puzzles and subdirectories with a reward at the end of them. All windows in subdirectory remain open unless the player backtracks beyond their folder to the desktop or if the player takes a different path. Example ‘see example puzzle’ players who enter the ‘1’ file would remain open unless the player went into the ‘2’ folder, which is a different path but the ‘ex’ folder window will remain open in both.
· Text-files: Acts as signposts to direct players.
· Battery; Can charge stations than can be used to operate certain mechanisms with a connection between windows.
· Administrator Access; Acts a ‘key’ substitute to access otherwise inaccessible files.
· File window; The window can be dragged around the screen to overlay onto other windows. This allows for certain objects to be grabbed from other windows. Some file windows’ size can be manipulated, pushing ledges together.
o Backless windows; backless windows can have items present in windows behind them. For example, an item could be picked up through a backless window from a window behind it and plyers could be hit by and enemy behind it.
· Search bar magnifying glass: Can be used to teleport to levels as a fast travel, also could be used to find secret files. Levels names would appear on the LOG.txt file on the desktop.
· LOG.txt a text file on the desktop that acts as a quest log, map and basic inventory.
· Rouge Files: The term for the game’s enemies.
Example Puzzle:
Players should already know about re-sizing windows and Woof controls. Players must learn about backless windows in this level.
Backless window areas are signified with a blue squared pattern so players can distinguish them.
When entering from the folder marked Ex, player would likely notice the backless window in this stage but proceed as normal. Players would most likely travel through file 1 first as its closer and be met with an unreachable key in this new wall type. Traveling back to go through file 2, players are met by another inaccessible room but with a .txt file giving instruction on how backless windows work if they haven’t figured it out via experimentation.
To solve the puzzle, player must overlay the key’s window over the ‘hub’ window to pick it up through the backwall. Player must then go into file 2 and place the platform in the hub window over the backless wall to jump up it. By doing this they also let the flying enemy be able to strike through the backless wall.
Min-Via-Product:
· The game should have at least 3 puzzle mechanics that demonstrate the potential for the game.
· The player character should have its full movement realized.
· There should be no game breaking bugs.
Quality over Quantity. Prioritize polishing levels rather than add new ones.
Comments