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LaDestitute

Arcade Game Concept

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I decided to pickup this project again, and improve on it abit since my decision not to work on big projects anymore.

 

Core Details

*Gameplay is inspired by classic arcade games like Pacman and Tower of Druaga, and the graphical style is 16-bit/retro

*Controls are: Esc = pause, <V^> or WASD = movement, Z = Use capsule ability, and X = Swing tail to attack

*Four different colored capsules to bestow skills used for dealing with enemies (other test animals that have gone insane, patrol personnel, and scientists) and solving puzzles

*The goal is to find the key-card in the level and use it to open the exit door to the next level. Sometimes key-cards are in plain sight in levels or the player must defeat enemies and/or solve puzzles to make the key-card seal disappear.

*Although a name has been undecided, the storyline details are in place. The main character is a lizard named Pozzo, and he is a lab-rat gecko attempting to escape from an animal testing laboratory. This makes the game's premise similar to the video game title Whiplash.

 

Capsules

Red Capsule: Sets the player on fire. Can quickly defeat enemies but also cause a chain reaction with other enemies by setting other enemies on fire. Destroys normal blocks, melts ice blocks but allows metal blocks to be temporarily cooled down as long as the red capsule is active or until the metal block cools down.

Blue Capsule: Causes enemies and liquid tiles to freeze on contact with the player, puts out fires, and disables glow blocks. Frozen enemies can be used as projectiles and for iceblock based puzzles.

Yellow Capsule: Electrifies the player with a large amount of voltage. Stuns enemies on contact, allows him to walk on sideways facing metal blocks, reactivates disabled glow blocks, and is used for electricity based puzzles. However, water tiles will kill Pozzo if he is under the affect of a Yellow Capsule.

Grey Capsule: Turns the player into a living being made out of steel. Can knockback enemies, resist fan blocks and prevents Pozzo from sliding on ice tiles. However, metalified Pozzo is slower than normal Pozzo and will sink in water tiles.

 

Blocks

Normal Block: Your normal block. Beige colored, and most attacks can destroy them. They can also be pushed around or destroyed for pickup items occasionally.

Ice Block: A block made out of solid ice. Can be pushed around or destroyed with the red capsule.

Metal Block: A block out of metal. Normally indestructible and immovable, they can be temporarily moved with red capsules.

Generator Block: Block used in electricity puzzles. Activated by contact under the affect of the yellow capsule.

Prize Block: Rare, and colorful red, blue, green, and yellow blocks. Contains pickup items, usually permanent ones such as health upgrades, capsule distillers (increases the chance of a specific type of capsule showing up), and more pickup room.

Glow Block: A block that glows when activated. Primarily used to illuminate dark areas.

Fan Block: A block that pushes Pozzo backwards. The Grey Capsule will negate it's affects.

 

Notes

*I'm trying to go for a difficulty curve where it be easy to pick up but hard to put down/easy to learn, difficult to master.

*I need one gameplay element I need help with. I like to extent interactive concepts between the different types of blocks and capsules, but I'm not sure how.

 

Input please?

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Should go for it, could prove reall interesting to play. I was also thinking about making an 8-bit styled side-scroller in rmxp/ Game Editor.

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