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“Boingo” A Game Prototype
The Players
 Designed to be single player
 No co-op
 No multiplayer
 No online component
Gameplay
Type
 2D or 2.5D platformer
 Similar to
 Rayman Legends
 Electronic Super Joy
 Ori and the Blind Forest
 Levels designed around a
different theme:
 Forest
 Water
 Techological
 Ruins
 etc
 Progression requires beating the
previous level
Mechanics
 Moves freely left to right
 Basic jump
 Used to ‘climb’ platforms &
objects
 Collects Power-Ups as level
difficulty increases
 New moves & skills
 Variants of Jump
 Power-Slam
 Double-Jump
 Helicopter-Hover
 Helps to access new areas
 Fight new, harder enemies
Rules
 Main rules delivered during
opening level
 Covers basic movement &
jumping
 ‘Assault Course’ style level
 Objects to navigate
 On-Screen prompts &
animations
 Learn via ‘show & tell’
 Further experimentation once
the basics are established results
in:
 Death (Learn from mistakes)
 Success (Learn by overcoming
a challenge)
 New moves require tutorial style
 Show &Tell + Do type of
learning
Playability
Aspects
 Designed to be fun & rewarding
 Simple, yet ‘solid’ controls
 No input lag
 Playable character should
respond 1 to 1 with input
 Characters &World Design to be
aesthetically pleasing
 Rich, colourful & cartoon-like
 Technical aspects & enemies
require some skill
 Not too difficult
 Avoid frustration
 Small challenges & checkpoints
paced evenly throughout the
levels & should be fair
 Reward player with:
 Sense of empowerment
 Satisfaction
Victory
Conditions
 Simple, easy to understand
 Traverse each level
 Avoid enemies
 Avoid traps
 Reach end-of-level goal
 Each completed level brings you
nearer to the final boss
 Beat the boss and emerge
victorious!
Graphics &
VisualStyle
 Reminiscent of games like
Rayman, Ori and the Blind Forest
or Slime-San
 Analogous colour scheme
 Bright & colourful
 Simple graphics
 Clear lines
 Sets the tone for each level
 Simple, bright style betrays
devious difficulty curve
 Seems easy but requires skill to
master
 Strong detail
 Many animated elements
 World seems ‘alive’
Characters
 Main playable character is
Boingo
 Is a Flump
 Lives in the land of BoB
 Ball-like, floppy ears
 Mobile & bouncy
 Helps him get around
 Ears double as weapons & skills
such as ‘flying’
 Other NPC Flumps scattered
around the world
 Can chat to these/deliver
exposition
 Bitsos (enemies) are featured in
all levels
 Final boss (Zyzygy)
World &
Environment
 Game starts in the Overworld
 Boingo’s village
 Lush green rolling hills, blue
skies & rivers
 Must travel to the Mines of
Zyzygy
 Caves where the Bitsos reside
 Technology based
 Encounters other areas on the
way
 Woodlands
 Abandoned quarries
 Snow covered mountain tops
 Other items include
 Depictions of historical
significance (Ruins, statues &
tomes)
 Mystical history
Level Design
 Initially simple in design
 Good for training & skill
acquisition
 Control mastery
 NPC’s at various significant
points around each level
 Deliver story
 Used to acquire new skills &
moves
 Difficulty ramps up as game
progresses
 Harder jumping sections
 Moving platforms & times
jumps
 Harder, trickier enemies to
battle against
 2/3 through the game, the pace
levels out (plateaus)
 Allows for some breathing
room & creates tension prior to
final section
 Final area significantly ramps up
difficulty
 Requires player to use
everything they’ve learned
Thank you for
being awesome! The end……?

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Gameplay Prototype - Boingo

  • 2. The Players  Designed to be single player  No co-op  No multiplayer  No online component
  • 3. Gameplay Type  2D or 2.5D platformer  Similar to  Rayman Legends  Electronic Super Joy  Ori and the Blind Forest  Levels designed around a different theme:  Forest  Water  Techological  Ruins  etc  Progression requires beating the previous level
  • 4. Mechanics  Moves freely left to right  Basic jump  Used to ‘climb’ platforms & objects  Collects Power-Ups as level difficulty increases  New moves & skills  Variants of Jump  Power-Slam  Double-Jump  Helicopter-Hover  Helps to access new areas  Fight new, harder enemies
  • 5. Rules  Main rules delivered during opening level  Covers basic movement & jumping  ‘Assault Course’ style level  Objects to navigate  On-Screen prompts & animations  Learn via ‘show & tell’  Further experimentation once the basics are established results in:  Death (Learn from mistakes)  Success (Learn by overcoming a challenge)  New moves require tutorial style  Show &Tell + Do type of learning
  • 6. Playability Aspects  Designed to be fun & rewarding  Simple, yet ‘solid’ controls  No input lag  Playable character should respond 1 to 1 with input  Characters &World Design to be aesthetically pleasing  Rich, colourful & cartoon-like  Technical aspects & enemies require some skill  Not too difficult  Avoid frustration  Small challenges & checkpoints paced evenly throughout the levels & should be fair  Reward player with:  Sense of empowerment  Satisfaction
  • 7. Victory Conditions  Simple, easy to understand  Traverse each level  Avoid enemies  Avoid traps  Reach end-of-level goal  Each completed level brings you nearer to the final boss  Beat the boss and emerge victorious!
  • 8. Graphics & VisualStyle  Reminiscent of games like Rayman, Ori and the Blind Forest or Slime-San  Analogous colour scheme  Bright & colourful  Simple graphics  Clear lines  Sets the tone for each level  Simple, bright style betrays devious difficulty curve  Seems easy but requires skill to master  Strong detail  Many animated elements  World seems ‘alive’
  • 9. Characters  Main playable character is Boingo  Is a Flump  Lives in the land of BoB  Ball-like, floppy ears  Mobile & bouncy  Helps him get around  Ears double as weapons & skills such as ‘flying’  Other NPC Flumps scattered around the world  Can chat to these/deliver exposition  Bitsos (enemies) are featured in all levels  Final boss (Zyzygy)
  • 10. World & Environment  Game starts in the Overworld  Boingo’s village  Lush green rolling hills, blue skies & rivers  Must travel to the Mines of Zyzygy  Caves where the Bitsos reside  Technology based  Encounters other areas on the way  Woodlands  Abandoned quarries  Snow covered mountain tops  Other items include  Depictions of historical significance (Ruins, statues & tomes)  Mystical history
  • 11. Level Design  Initially simple in design  Good for training & skill acquisition  Control mastery  NPC’s at various significant points around each level  Deliver story  Used to acquire new skills & moves  Difficulty ramps up as game progresses  Harder jumping sections  Moving platforms & times jumps  Harder, trickier enemies to battle against  2/3 through the game, the pace levels out (plateaus)  Allows for some breathing room & creates tension prior to final section  Final area significantly ramps up difficulty  Requires player to use everything they’ve learned
  • 12. Thank you for being awesome! The end……?