Download

Download
game.gb 256 kB

Comments

Log in with itch.io to leave a comment.

Prompt 1:  "Over Up" effectively uses shape to design the play experience of the game.  Being a platformer, the shape of the world/levels is absolutely essential to making an effective game.  The game is organized in a work your way up style.  The main level begins with the player plummeting down to the ground.  Here the player can find an NPC that mocks you for falling down again.  This lets the player know that they are supposed to work their way back upwards. The entrance is very wide and obviously easy to fall down.  The exit is quite the opposite, once you finally get there(you will likely fail many times) you will find that it is very narrow and difficult to reach.  The space of the level is somewhat unpredictable.  This is due to the limited FOV(Field of View) provided by GB Studio platformer mode.  Importantly, the small FOV adds to the difficulty of the level as the player is unable to see what’s ahead at times.  The shape of the level becomes more and more narrow and difficult as the player works their way up.  This creates a progressive difficulty and also makes the player want to keep trying as they will feel like they were really close when they fail at the most difficult parts of the level.  Ultimately, once the player passes the main level they will find that their stats have been recorded the whole time.  Additionally, the game also allows the player to enable a faster run, this can help the player speed run but also makes it much more difficult to accurately run.  The player collides with square platforms and can go through upwards but not downwards on thin platforms.  The triggers are at the end of the level to transition and at the NPCs to either mock you or tell you your stats.  Statistics add replayability to the game.