# Concept (Loek) ## General gameplay - Platformer (similar platformer mechanics to Cuphead) - Focus on gameplay instead of story - Medium length levels - Horizontally (left to right), or vertically (both directions) scrolling levels - Levels get progressively more difficult (like Hades) - Each level has a miniboss at the end - Levels are separated by a checkpoint room - Checkpoints don't have respawn points, but are like saferooms with a shop for buying upgrades (like in Hades) - The player automatically shoots bullets as they walk - The player's score is determined by the distance travelled + bonus points for various actions like defeating enemies ## Player character & abilities ![rough sketch of the game protagonist](../assets/sketch-player.jpg "medium") - Small guy with a hood and Fall guys eyes - Actions - Jump (primary action button) - Dash/attack (secondary action button) (upgradable -> [shop][shop]) - Movement (D-pad) - Shooting (D-pad) (automatic rapid fire when holding direction) - Temporarily invulnerable when taking damage (with flashing animation like in Super Mario Bros.) - 5 HP (by default) (upgradable -> [shop][shop]) ## Level design - Hatched zones in the following sketches indicate movement zones for the player during a mini boss - Outside the movement zone, the player should take damage, but the player should realize this intuitively - During the miniboss, the camera is locked past the dashed line so the player can't escape by running away - The camera follows the player ### Level flow ![horizontal level flow](../assets/sketch-level-horizontal.jpg) - Horizontal level always flows from left to right - Level design in which the player has to "walk back" from right to left is discouraged ![vertical level flow](../assets/sketch-level-vertical.jpg) - Vertical levels can either flow from top to bottom, or bottom to top - Small sections of backtracking are allowed in the top to bottom vertical flow [shop]: #checkpoint-room-shop ### Checkpoint room (shop) ![checkpoint room](../assets/sketch-checkpoints.jpg) - Transition room between levels - Visible exit point is determined by the following level type - Door on right side for horizontal level - Nuclear bunker style hatch for vertical top-bottom level - Ladder into black hole for vertical bottom-top level - Game starting screen is also a checkpoint room, but without a shop - Checkpoints don't act as reset points - Available upgrades - HP boost - Temporary status effects - Jump boost - Speed boost - Different kinds of dashes (with tradeoffs) - Regular dash (furthest distace, no special effects) - Super punch (deals damage during dash, less distance) - Smoke bomb (temporarily invulnerable and invisible, less distance) - Upgrades are purchased/unlocked only once per game - Switching to other dashes is only allowed in checkpoints ### Regular level ![regular level example](../assets/sketch-regular-level.jpg) - A: player - B: breakable - S: solid ground - E: enemy - 1: primary action - 2: secondary action ## Enemy types The enemies aren't named in-game, so these names are either working names or internal names. All enemies deal 1 HP damage per hit. ### Menneke ![enemy type 1 "menneke"](../assets/sketch-enemy-menneke.jpg "small") - Runs around and jumps on platforms vaguely in the player's direction - Slightly slower than the player - 1 HP - Passive (damage on contact, but doesn't actively 'hunt' the player) - Low score bonus ### Ventje ![enemy type 2 "ventje"](../assets/sketch-enemy-ventje.jpg "small") - Runs at the player, but can't jump very high - Slightly slower than the player - Passive - 2 HP - Divides into smaller copies when defeated (like slimes from Minecraft) - Medium-low score bonus ### Terror uil ![enemy type 3 "terror uil"](../assets/sketch-enemy-terror-uil.jpg "small") - Roams around the top of the screen - Sometimes attacks player - 1 HP - Medium-high score bonus - Was on NOS Jeugdjournaal once