Game concept devlog


Working title: 

There’s no I in teiam.


Concept statement: 

In this multiplayer game, players will have to progress levels by solving puzzles and completing platforms. Players will need to learn to trust each other… or learn that their friends are massive trolls and just like to watch them suffer. Players will also need to choose their characters carefully, as each character plays differently from one another, not always in a good way.  


Genre: 

Platformer, puzzle, (multiplayer).

The main focus of this game is the multiple characters to choose from, that have their own play styles. The best way to showcase this would be through movement and puzzle solving abilities. This is why platformer and puzzle genres are perfect because it allows for a lot of creative freedom when designing levels that test each character's different abilities. The multiplayer element adds a level of fun, as friends might have a completely different experience from you.


Concept creation process: 

The main inspiration of this game came from the numerous 2d platformers that already exist. However, the idea that each player in a multiplayer platformer controls a unique character with a different play style isn’t present much in the media. Usually, in not only multiplayer platformers, but in multiplayer games in general, players are on the same playing field with the same characters, or at least balanced characters. This is why I wanted to focus more on unique playable characters that either play completely differently from each other, or are just worse than each other, as it isn’t seen much in other games. I also like the idea that players can play how they want, which led to the idea that players could troll each other or work cooperatively, play the game with good characters or challenge themselves by playing worse characters. Having the game as a platformer puzzle styled game, allows for a lot of creative freedom to design levels that affect different characters in unique ways. The main influences for this game came from games like Donkey Kong Country 2 and Rain World (Downpour DLC specifically) and Fireboy and Watergirl and Lego games such as Lego Star Wars, as these games offered functionally different playable characters. Other games such as both Bloody Trapland one and two, as well as Pico Park one and two (and Fireboy and Watergirl) influenced the multiplayer aspect of the game. 


Game references: Rare (1995) Donkey Kong Country 2: Diddy’s Kong Quest. [video game] Super Nintendo Entertainment System. Nintendo.

Videocult (2017) Rain World. [video game] PC. Adult Swim Games.

Oslo Albet (2009) Fireboy and Watergirl in the Forest Temple. [online game] Available at: https://www.coolmathgames.com/0-fireboy-and-watergirl-forest-temple

2Play (2013) Bloody Trapland. [video game] PC. 2Play.

2Play (2019) Bloody Trapland 2: Curiosity. [video game] PC. 2Play.

TECOPARK. (2019) Pico Park [video game]. PC. TECOPARK

TECOPARK. (2024) PICO PARK 2 [video game]. PC. TECOPARK

Traveller's Tales. (2007). LEGO Star Wars: The Complete Saga. [Video game]. PC. LucasArts.


Audience and competitive analysis:

The target audience for this game will be anyone who can manage to convince someone else to play. The game won’t be too difficult, challenging enough to have fun but not so easy it could be beaten on the first try. It will be more of an easy to learn, hard to master type of game such as Super Mario Odyssey, where all types of players can enjoy at their own pace. Essentially, the target audience is supposed to be broad enough for anyone to enjoy it. An open target audience fits well with the game’s concepts as the main focus will be having fun with friends by playing different characters, which means the only limitations are having friends interested in playing. The games most similar to this one include: Donkey Kong Country series, Rain World, Fireyboy and Watergirl, Bloody Trapland series and the Pico Park series. Although these games are similar, some of them are quite old such as Donkey Kong Country, or have different elements such as survival in Rain World. However, this game has its own unique selling points that make it unique compared to other games. This game offers different characters with their own unique play styles which, combined with multiplayer aspects, makes this game stand out compared to other games. Instead of both being equal, in terms of how they play as well as how good their character is, players will have a unique experience from each other despite playing in the same level. 


Game Treatment:

In this game, you and your friend will choose a character out of a list of three. One character has the ability to jump high, run fast and lift objects such as boxes. This character is good at parkour and can move fast, so, a good choice if you like fast paced movement. The character can also use boxes to solve puzzles, or create pathways for other characters. However, this character is quite tall, and so can’t move into small spaces. Another character is a slow moving character, with a weak jump and does not have the ability to pick up objects. However, this character has the ability to survive water, unlike the other characters. In the water, this character can jump out of it at impressive heights, as well as swim in the water at fast speeds. If there are any floating objects in the water, this character can push them to possibly aid friends or to troll them. On land, this character might not be too fun, being slow and weak with parkour, however, when there’s water, this character offers a new playing experience. The last character is a robot who doesn’t have any legs, instead a wheel where it can roll around at high speeds. Because of this, the character can't jump, and will instead have to rely on slopes or ramps. However, this character is the smallest of the three, so can fit in small spaces and has a laser which can be used to kill enemies (or players) and solve puzzles. Once you and your friend have selected a character (which could be the same one) you will then be tasked with beating a series of levels. The levels are designed to be played with any character, which means it won’t be required to play as any character to beat the level. However, in some levels it will be easier to play as some characters than others, and in some situations, if your friend is a different character, they could have the ability to make the level easier for you. For example, instead of doing parkour to avoid water, if your friend is playing a character that can swim, they could swim through the water and press a button which makes a bridge, making it easier to cross. There will be enemies for you to avoid, however if you happen to have a deadly laser, you could easily kill them. In some levels, it will be a lot harder to win with one particular character than another, even with help from friends, but if you do manage to beat that level you will get an achievement. This is the case on all levels for all characters. 


Key Features:

  • Different playable characters with a unique style of gameplay
  • Multiple levels which test each character’s abilities (or lack of ability)
  • (Local) Multiplayer
  • Achievements
  • Puzzles and 2d platformer elements



Concept art:

Level design and feel:

 

TECOPARK. (2019) Pico Park [video game]. PC. TECOPARK



2Play (2019) Bloody Trapland 2: Curiosity. [video game] PC. 2Play. 


TECOPARK. (2019) Pico Park [video game]. PC. TECOPARK




Character design:

Character 1:

Character 2:

Character 3:

Comments

Log in with itch.io to leave a comment.

Overall a neat idea, and always love a good local multiplayer game, so I am excited to see how this one pans out, it sounds like it could be heaps of fun! Reminds me of the days of playing Portal 2 with a friend, co-oping my way through levels, and sometimes trolling.

It will be important to ensure that there aren't moments in the game where both players feel like the game is too hard or not-fun due to the combination of their abilities/the level. This might be unavoidable, but should at least be considered.

There's a lot of content described here, with 3 distinct platformer controllers (most people are obviously only doing 1), local multiplayer controls (maybe the need for a ui to go with this for character selection), a wide range of level types, and puzzle design. I encourage you to list out everything that you think is core to doing a "Vertical slice" of your game, and prioritise those things, while at the same time doing the game modelling process introduced in the lectures to understand the feasibility of some of the things you want to make with regards to your time available and skillset.