Corrupted Vision Prototype - Erik W
For corrupted vision, I initially had a goal to have overpowered enemies chasing you while doing a difficult platformer. However, during the creation of the prototype, I accidentally figured out a new mechanic that I wanted to use. Generally, the movement of NPCs and enemies in games is pretty terrible, being told to follow an NPC or trying to predict an enemy's attack (unless done well).
The main mechanic of this platformer is the use of a small hexagon that follows you around, in order to move onto new platforms for the next challenge you must move upwards by jumping on top of the hexagon. Since the hexagon follows the player no matter what and has a collider it will push you upwards and allow you to somewhat control its movement. Since it keeps a distance while above you it is difficult to get the hexagon to the place you want it to go. To jump on the hexagon is a skill that takes some practice, and you must jump off a higher platform to get on top of it.
Additionally, there is some trial and error on where the opening of the next platform is (and you could get knocked back down). Which adds to the frustration of dealing with this little hexagon.
Get Go Dig A Hole
Go Dig A Hole
More posts
- Week 12 - Assets for Whiteboxes & Visual ImprovementsJan 12, 2023
- Week 11 - Polishing and Bug FixingJan 12, 2023
- Week 10 - QOL ImprovementsJan 12, 2023
- Week 9 - Enemy ImprovementsDec 03, 2022
- Week 8: Animation, Assets & UINov 17, 2022
- Week 7 - Burndown Chart and Game Design MacroNov 17, 2022
- Final Week, Vertical SliceNov 05, 2022
- Week 5 - CharacterNov 01, 2022
- Week 4 - Basic MechanicsOct 25, 2022
- Week 3 - Nature - Davin AOct 12, 2022
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