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Level and Game Designer

Felix Faeh

Ascend

(Global Gamejam 2019)

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Event:  Global Game Jam 2018

Genre: 2D Platformer

Type: Single-Player

Platform: PC

Status: Game Jam Ver. Released

Dev Span: Jan. 26 - Jan. 28, 2018

Team Size: 9

My Responsibilities: Design, Programming Lead, Level Blockout, Marketing

Mechanics & Level

The player will usually move towards the left or right in the level, but the true progression is always upwards. The player's health is directly tied to their stamina in the form of Willpower, which is why their short term goal is to reach the next Glow Rod, since they are secure within them and recharge Willpower. Whereas moving outside or using the mechanic hovering will cost them this resource.. 

Where and how the player needs to go is never directly stated, which means the player needs to risk and explore the outside spaces with the hope of being able to return back to the same rod, or finding a new one. Within these rods, the player is fully safe from damage and recharge Willpower.

 

 

It was vital to place the glow rods just far enough, that there would be a sense of fear and risk, but also close enough that it would be manageable for the player to reach. There are moving cogs that pose another challenge and ask of the player to hit the right timing in their movement, since these have glow rods attached, that move along.

depcition of a  glow rod

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Hover over image to see player path and Glow Rod placements.

Teaching the Player "Feathering"

Feathering is a technique that can occur when hovering upwards, by which the player can subtly press and release the space key, in order to ascend higher. While not initially an intended feature, we noticed how players who played enough started using this method, in order to advance the level. Overall it felt better for the game to keep this technique in, since it made movement feel more in the player's control. which is why we designed certain parts of the level to reinforce the idea of feathering subconsciously and to test the player.

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