Down but Deceased
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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