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In our platformer of phoenix-style rebirth, every time the player dies, more methods of movement are unlocked in a unique way for them to evolve and eventually flee the map. The idea here was to make the player undergo some sort of evolution where death is not a mere obstacle but an opportunity to grow. Pitfall mechanics were incorporated into the game, adding falling and gliding mechanics, among others, which require precise timing to get through the levels; each death unlocks new movement abilities, which a player masters to evolve their way out of the map.

These include advanced jumping, gliding, and falling mechanics that provide new ways for the player to conquer an increasingly complex set of obstacles. The system provides feedback on the player's progress by offering him an advantage in passing the map and reaching the escape point, at the same time presenting a continuously updated set of challenges that keeps the experience fresh and challenging.

These mechanics are supported by collision detection, physics for gravity, and the interaction of the player with the environment. For example, the gliding mechanic relates to changes in gravity, and the player has to navigate around moving platforms or platforms with specific timing. We also designed the environment to visually communicate the progression of the player's evolution, using different areas of the map to represent stages of the game.

We integrated the "pitfall" concept in designing sections where players might get into traps or sites where they would have to begin all over again, showing them the rebirth concept. Thus, each time a player dies, he or she is reborn with an ability added each time, and also each challenge will be more complex in comparison with previous ones by needing a combination of old and new skills to avoid pitfalls in progress.

In the long term, the player has an experience of continuous learning and adaptation: first, it is simple, but with evolution, new mechanics come along, raising the difficulty. Creating a sense of progression but also trade-offs: players will have to balance their evolved abilities with the challenges that rise in complexity.

Compared to other games, the graphical logic of our game-essentially with regard to movement and collision-resemble the platformer genres, such as *Super Mario Bros.*; these include gravity and jumps as a central component. This is probably why the most unusual element that sets our game apart is evolution through dying: every time the avatar dies, he progresses; thus, instead of the direct line of achieving a goal, like in more traditional platformers, one can view the progression as quite cyclical.

In terms of task division, Vinny did the coding and checking if the checkpoints were functioning, while I did the artwork, level design, and testing of whether the mechanics were well-balanced and fun. Because of that division, we can create an integrated and fun gameplay experience that feels challenging but rewarding.

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