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Features

• 2D, Isometric action platforming with wrapping level structure.


• Four unique eras (levels) to play in – each with their own themes; aesthetically and
gameplay wise.
• Platforms and Hazards that comprise each level; hazards can only harm the player
character(s).
• A powerful player character focused on mobility.
• Second player opt in at any time during gameplay - spawning in a second (green)
player character with the same actions and capabilities as the player 1 player
character.
• Two types of enemies.
• Flapping as the main means of vertical movement, with continuous input of the
action granting rapid vertical rise (up to a certain speed), or steady input granting
more control to the characters flight.
• Lances on every unit (both the player character(s) and enemies) as a means of
damaging the opponent upon contact with a susceptible area of the unit.
• Waves as the main gameplay structure. All enemies in a wave must be defeated to
progress to the next one, with short breaks between waves. Each level has a set
number of waves that must be completed to progress, and each wave has a set
number of enemies to be defeated before moving to the next one.
• Enemy spawning that occurs at designated locations on the level, that are
randomly chosen, with enemies spawning at a set time interval once the wave
starts, until the number of designated enemies to spawn have done so.
• Level structure modification (based on wave number) where platforms or hazards
appear, disappear, and/or transform into a different level component.
• A health system that determines how much damage a unit can take before, in the
player character’s case, losing a life, or, in the enemy’s case, being defeated.
• Player character respawning after death if their life count allows; brief invincibility
upon respawn.
• Life system that determines how many times a player can continue attempting a
level before needing to restart it.
• A unit’s body component system that determines how much damage is taken upon
contact from a lance, based on where on the unit’s body the lance tip connected.
• Brief invincibility upon taking damage if the blow is not fatal.
• 2 directions the player character can face while grounded (left and right) and 4
directions while in the air (Up, down, left, and right) as a means of aiming.
• Multiple pick-ups of varying use and rarity that always drop from defeated
enemies. Pick-up drop chances are tuned based on potency. Acquiring a pick up
adds to the players overall score.
• Guns – An important, offensive pickup with limited use that fire projectile
spearheads to damage enemies.
• Utility Pick-ups – Pick-ups that assist the player character in some way or add to
their score.
• A score system that spawns pick-ups, at a spawn location, when set thresholds are
passed.
• A fast, powerful dive bomb that can be executed when the player character is in
the air facing down. Advanced movement, such as halting momentum or buffering
a super jump, and instant kills can be performed with this action.
• Knockback that occurs upon a unit receiving damage or when clashing lances with
an opponent.
• Head Vaulting – Bouncing off an opponent’s head after landing on top of it, does
little damage.
• Momentum on all movement.

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