Controls:

CLICK ON THE BUTTONS AT THE BOTTOM OF THE SCREEN TO CONTROL THE CHARACTER

 MOVE LEFT — button with an arrow pointing left

MOVE RIGHT — button with an arrow pointing right

JUMP — button with 3 arrows pointing upwards

STOP — button with a stop sign on it


Objective:

THE OBJECTIVE OF THE GAME IS TO REACH THE END "PORTAL" IN EACH LEVEL, AVOIDING ANY OBSTACLES AND TRYING TO COLLECT THE BONUS IN EACH STAGE (THE RED SQUARE).


Features:

CORE FUNCTIONALITY

— avatar moves right when action clicked

— avatar moves left when action clicked

— avatar stops when action clicked

— avatar jumps when action clicked

— avatar resets upon hitting an obstacle or falling out of bounds

— UI shows and level changes when avatar touches end portal


EXTRA FUNCTIONALITY

— visual style is mostly consistent and game plays well

— lives system with game ending, end-of-game UI, and return to title

— bonus lives available in levels if collected in same life as get to end


USER INTERFACE

— title screen present, 3 difficulty options of EASY, MEDIUM, and HARD

— in-game UI shows lives (in MEDIUM and HARD difficulties) and level name

— reset button which costs 1 life in MEDIUM and HARD difficulties

— level start text with level name, number, and description

— level start text only shows the first time the level is encountered (unless re-encountered through using the "dev" keys to switch level)

— level start text fades out aesthetically

— level end text congratulating the player appears when they finish a level

— displays the number of attempts, the time, and if the bonus was collected

— level end text fades in aesthetically, transitions well to next level start text

— time is slowed down with time scaling while start and end text is on screen


LEVELS (level number in brackets)

— (1) simple level with all actions present

— (2) death walls kill player and subtract a life in relevant difficulties

— (2) level resets after a short delay after touching obstacle

— (2) has an appropriate style on the death walls to show the player they are bad

— (3) platforms which bounce the player are present

— (4) death walls which move along pre-determined paths are present

— (4) walls return to same starting location after a reset

— (5) level functions with invisible terrain and obstacles

— (5) objects fade in and out of visibility slightly to indicate their location to  players

— (6) gravity is substantially less

— (6) player moves slower in world

— (7) player must hit a button to open a "gate"

— (7) button changes sprite when touched by player

— (7) camera follows player and level is larger than a single screen

— (7) camera looks ahead of where the player is moving

— (7) camera is bound within the level correctly

— (9) custom level with conveyor belts to move the player

— (9) conveyor belts move the player without them doing any inputs

— (9) conveyor belts have an appropriate sprite to demonstrate their functionality

— (9) conveyor belts are unique and unlike other objects in other levels

— (10) custom level with pipes to transport the player

— (10) pipes transport the player from one end to the other

— (10) pipes have appropriate sprites to demonstrate their functionality

— (10) pipes are unique and unlike other objects in other levels

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