P2 Individual Checkpoint 1

I wanted to evoke the emotions of wonder, challenge, and whimsical.

Spotify Playlist: https://open.spotify.com/playlist/1O0hoOI0bSLjhGyuBL4Zhy?si=e3e6a9e714144239

Moodboard:

3 Directions for the Game:

  1. One potential direction this game could take is making each of the three levels have a collection/exploration component, where players explore procedurally generated caves to collect a certain quota of items for the villagers to proceed to the next level. This type of game could include mobs/obstacles that prevent the player from easily collecting the items, or have the items be spawned randomly to make the collection more difficult. As the player proceeds, they discover the connection and history between the now disconnected villages and brings them back together by reopening portals between them. Types of fun: Discovery, Fantasy, Fellowship.
  2. Another potential direction this game can take is making the three levels an obstacle-style run and gun level, much like traditional 2d Mario games. Each level would be about traversing through obstacles and mobs until the player reaches the end, where they can enter the portal to proceed to the next level. Each level would increase in difficulty as the player progressed; much like Mario, they would have special combat abilities such as magic to defeat the mobs, and have 3 hitpoints before death. The final level can cumulate into some kind of boss fight. Types of fun: Challenge, Discovery, Fantasy.
  3. Another potential direction for this game could be focusing on the sibling bond, where the player is traversing through the levels with the main goal of finding their little brother. This could involve finding clues about where the brother went, and conversing with the villagers to figure out where the brother went. By collecting these clues and pieces of the hot air balloon, the player will eventually find their brother and assemble the hot air balloon with them, and fly away together. Types of fun: Discovery, Fellowship, Expression

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