Significant Changes:

Extreme Level Overhaul.

Level 1 - From default level, akin to the video from the project tutorial, to a fully fleshed out introduction level, teaching players about verticality, horizontal movement, moving platforms, power ups, extra lives, and enemy types.

Level 2 - Same from the tutorial. I used the design theme from this level to structure the rest of the levels after.

Level 3 - I thought the moving platform parkour was a bit boring from the previous build, so I decided to make something more like pixel precision platforming. I thought mega-man-esk. It came out well. Also, this level introduces to the player the idea of the speed boost being a necessary ability to cross some gaps.

Level 4 - The speed boost is a little buggy. Which gave me a new mechanic. If you were to grab 2 speed boosts at the same time, the player default speed is officially doubled, and the player is at 4x speed for 5 seconds. So, I decided to design the level around double speed, and having jumps only accessible by 2x and 4x speed. I'm proud of the way this turned out.

Level 4 is a little unforgiving. I should've used a couple more check points or HP ups.

There are little under-acid staircases for the player if they missed their jump.


I also added the speed boost, with a self made graphic and a script to match. The player, when using the speed boost, has 2x speed for 5 seconds at default. You can change this when it is applied to the object, or within the Speed Booster prefab. I also needed to change the player movement script, to include a speed change.


Created by PJ Smaza

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smazapau-final-macos.zip 32 MB
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smazapau-final-windows.zip 35 MB

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