Made for Game Design 1 to practice using GBStudio.

Comments

Log in with itch.io to leave a comment.

The kind of space this game takes place in can be described as dark and almost shadowy because of the dominantly dark background tiles that have a slew of singular pixels with brighter colors. The ground looks like fragments of stone, with cracks filled in with the same tone of darkness as the general background. While most of the rooms leave the player with ample room to walk, jump, and maneuver, the colors still create the feeling of a confined space. The player’s model also consists of a dark outline with only a fraction of the pixels being brighter colored to differentiate and denote the face and hands - this also goes for the first encountered sprite that the player can interact with. The player’s association with this space is that they want to get out: the player starts the game by ‘plummeting’ down into a sewer, to which there is no immediate way out, and the interaction with the sprite at the beginning yields an overarching goal which is to escape. This sprite also tells the player about other sprites that are in the sewer, and to avoid them, which leads you to assume that you will need to dodge these characters while also trying to get through each scene. You can also assume right at the start of this game that, because it is obviously a platformer with the effects of gravity, that you will need to be jumping from platform to platform and perhaps avoid plummeting further down in the sewer.

Prompt 2: In this game, the role I play is a lost girl who is trying to get out of the sewers after falling into them. However, these are not any normal sewers, since there are evil men trying to stop my player from escaping the sewers. Those evil men serve an additional role in the game, but also, there is another helpful player who notices the main character fall into the pit. His role is to guide the player out of the sewers and give tips for how to do it. This leads to the main conflict between the player and those evil dudes who are stopping the player from leaving the sewers. Between these enemies and platforming between different platforms, escaping the sewers is not easy. The core mechanic of this game is the platforming, as the player is not able to defeat the monsters. There aren’t any resources the player needs to obtain, but they do use the resource of knowledge given from the guy who sees you fall. The rules of the game are to try to escape upwards out of the sewers, but you cannot fall to the bottom of the screen, or you die. Also, you cannot run into enemies, otherwise you die. Though this is all clearly a game, I think this can be elaborated further into a real-world system such as wondering the night as a female. There are many routes they must take to avoid scary men and must also stay in the light to feel safe, which could be represented using the platforms the player must jump between.