• 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.