1.
Design
by:
Group
2
Productions
For
PC/Mac
Rating:
10+
Ship
date:
TBD
Will
H,
Sam
M
&
Sam
H
2.
Game
story:
Jeremy
is
an
alien
visitor
from
an
unknown
planet
he
crashes
his
spaceship
on
Earth
and
he
is
immediately
taken
away
by
the
FBI
and
taken
to
Area
51,
Jeremy
has
to
escape,
make
his
way
through
a
near
by
town
and
up
a
mountain
to
radio
for
help,
along
the
way
avoiding
FBI
agents
and
abducting
cows
to
take
back
with
him.
He
escapes
Earth
but
his
new
ship
crashes
on
an
asteroid
and
he
has
to
collect
parts
to
repair
his
ship
and
finally
fly
away
back
home.
Game
play:
In
First
Impact
you
play
as
Jeremy,
an
extraterrestrial
being
who
is
running
for
his
life
from
the
corrupt
FBI,
Jeremy
is
a
peaceful
being,
so
therefore
he
does
not
carry
any
form
of
lethal
weapon,
instead
he
relies
on
his
wits
to
outsmart
the
simple
guards’
patrol
patterns
and
use
his
wits
to
solve
puzzles
to
escape.
Jeremy
is
also
gifted
with
having
three
lives,
which
will
reset
on
a
New
Game,
if
all
three
are
used
up
though,
Jeremy
will
die.
These
lives
work
as
a
type
of
checkpoint,
upon
being
hit,
Jeremy
will
respawn
nearby
in
a
safe
location
(if
all
three
lives
have
been
used
up
and
he
is
hit,
game
over).
In
each
level
Jeremy
has
something
to
collect,
in
Area
51
he
has
to
collect
documents
with
information
about
his
species
that
humans
have
recorded
so
they
never
find
out,
on
Earth
he
has
to
abduct
cows
for
the
usual
Alien
experiment
stuff,
and
in
space
he
must
collect
new
parts
to
repair
his
ship.
Elevator
Pitch:
Platform
game,
3
levels,
character
is
an
alien.
First
level:
Area
51,
Second
Level:
Earth,
Third
Level:
Space.
Score
obtained
in
levels.
3. Game
Flow
As
Jeremy
progresses
through
the
game,
he
will
unlock
bonuses
such
as
increased
speed
and
the
ability
to
jump
higher.
This
will
help
the
player
as
each
level
has
an
increase
in
difficulty
and
the
game
will
become
near
impossible
without
these
upgrades.
There
are
collectables
scattered
across
each
level,
while
these
do
not
affect
the
game
in
anyway,
they
do
add
to
your
score.
To
gather
these
collectables,
Jeremy
simply
has
to
walk
over
them.
Above:
Designs
for
the
collectables
on
level
1
&
2.
4. Player
Character:
Jeremy.
Jeremy’s
appearance
remains
the
same
throughout
the
game
and
if
the
game
is
completed
without
loosing
one
life,
you
unlock
a
new
skin
for
Jeremy,
which
features
an
extra
life.
You
can
upgrade
Jeremy’s
abilities
however,
such
as
his
speed,
and
the
height
he
can
jump.
Player
Controls
(PC/Mac):
5. Main
Gameplay
Concepts
and
Platform
Specific
Features
First
Impact
is
a
2D
platform
game
that
can
be
classed
as
an
arcade,
adventure
game.
The
game-‐play
is
split
into
levels,
these
levels
are
designed
around
the
story
that
Group2Productions
wrote,
The
first
level
is
set
in
a
top
secret
bunker
run
by
the
FBI
and
the
second
is
on
a
hillside
near
a
crashed
alien
ship,
this
is
then
followed
by
a
level
in
the
solar
system’s
asteroid
belt.
The
aim
of
this
game
is
to
escape
from
capture
and
flee
back
to
space.
As
there
are
significant
gaps
in
the
locations
being
shown
there
will
be
comic
strip
scenes
showing
the
in-‐between
stage
journeys
and
making
the
stories
progression
easy
to
follow
by
the
player.
The
player
will
be
engaged
in
a
non-‐violent,
puzzle
solving
role,
the
idea
is
to
have
are
target
audience
find
ways
around
a
maze
filled
with
threats
and
succeed
in
getting
finishing
point
without
injury.
As
the
game
progresses
on
the
mazes
the
levels
have
become
more
difficult
to
navigate
and
the
desired
collectables
that
every
player
should
want
to
get
become
much
hard
to
collect
without
the
level
restarting.
Designs
for
platforms.
6. Game
World
In
First
Impact
we
have
three
levels
for
Jeremy
to
navigate
through;
each
one
increases
in
difficulty.
Level
1
is
set
in
Area
51,
Level
2
is
outside
on
a
hill
with
the
spaceship
crashed
at
the
top,
and
the
final
level
is
set
in
space
on
an
asteroid.
We
aim
to
make
it
self-‐explanatory
why
we
have
each
level,
as
the
idea
is
Jeremy
is
working
his
way
up
through
a
base,
then
up
a
hill
to
his
spaceship.
In
level
1
we
want
to
create
a
tense
Sci-‐Fi
feel
that
keeps
the
player
engaged
and
makes
them
think
tactfully,
level
2
will
be
a
lot
more
colourful
and
cheerful,
as
it
is
set
against
a
lush
background
and
not
grey
and
metallic
like
level
1.
For
level
3,
we
want
a
dramatic
and
suspenseful
atmosphere,
as
Jeremy
is
navigating
his
way
across
an
asteroid,
we
want
it
to
have
the
‘big
dramatic
final
level’
feel
to
it
that
games
have.
Above:
the
background
for
level
1
and
the
concept
design
for
level
2’s
background
and
layout.
Flow
chart
for
a
working
game
level/
7. Interface
The
interface
of
First
Impact
is
simple
to
navigate
and
understand
the
main
menu
has
labelled
buttons,
which
can
start
the
game,
show
the
controls
and
rules
or
show
the
credits.
On
each
scene
within
the
game
there
is
always
a
menu
button
allowing
the
player
to
exit
to
the
main
menu
at
any
point,
for
the
controls
and
rules
menu
as
well
as
the
credit
scene
the
main
menu
button
is
allocated
in
the
top
right
corner.
However
for
the
game’s
playable
levels
the
menu
button
is
to
the
bottom
left
side
with
a
pause
game
button
alongside
it.
The
game’s
interface
has
been
designed
in
a
uniform
manner
the
playable
levels
and
the
other
scenes
have
the
same
position
for
their
button
links
with
the
exception
of
the
main
menu
screen,
which
is
positioned
centrally.
The
scenes
of
First
Impact
all
include
music
the
Main,
controls
and
credits
menus
have
a
generic
sci-‐fi
beat
that’s
fits
the
game
perfectly
and
is
practically
unnoticeable
so
your
able
to
listen
to
it
for
hours
without
getting
irritated.
The
music
changes
once
you
start
the
game,
the
introductory
scene
that
tells
the
player
the
game’s
story
has
a
faster
pace
and
more
stellar
sounding
sci-‐fi
track
than
the
main
menu’s.
Level
one
is
set
in
a
secret
government
bunker
so
the
tone
of
the
backing
sound
had
to
be
a
science
fiction
type
soundtrack,
the
music
has
a
strong
base
with
a
quieter
high-‐pitched
keyboard
on
top
it
feels
like
a
light
heart
chase
scene
and
works
well
with
the
escape
scenario
the
alien
is
in.
Level
two
is
completely
different
to
level
one
the
alien
is
now
outside
and
within
reach
of
his
spaceship,
the
music
had
to
be
cheerful,
up
beat,
with
an
outdoors
quality
and
as
this
level
is
difficult
it
had
to
be
cheekily
irritating
after
a
player
failed
so
many
times.
The
soundtrack
was
successful
in
this
respect
with
a
light-‐strumming
guitar,
light
tapping
on
some
drums
and
the
occasional
bellowing
trumpets.
The
loading
screens
are
the
only
screens
without
a
musical
soundtrack.
8. Mechanics
and
Power-Ups
The
unique
mechanics
within
the
game
are
using
“A”
to
move
left,
“D”
to
move
right,
“W”
to
climb
up
a
ladder
and
“S”
to
climb
down
a
ladder.
On
both
levels
there
are
also
collectibles,
which
the
player
can
choose
to
pick
up.
On
the
first
level
these
collectibles
are
in
the
form
of
secret
documents
that
the
FBI
agents
keep
which
has
information
about
Jeremy’s
species.
On
the
second
level
these
collectibles
are
in
the
form
of
sheep
that
Jeremy
can
experiment
on.
When
Jeremy
walks
into
the
FBI
document
he
collects
it
and
the
silhouette
version
of
the
document
in
the
top
left
part
of
the
screen,
part
of
the
HUD,
turns
into
a
picture
of
the
document,
notifying
the
player
that
they
have
collected
it.
The
very
same
thing
happens
when
Jeremy
collects
the
sheep
When
Jeremy
gets
caught
by
the
guards,
or
they
collide
with/touch
him,
they
respawn
at
the
beginning
of
the
level
and
have
to
redo
the
entire
level.
Not
only
does
this
happen
when
Jeremy
gets
caught
by
one
of
the
guards
but
it
also
happens
when
he
gets
shot
by
one
of
the
guards,
so
the
player
has
to
avoid
both
of
these
whilst
getting
to
the
end
of
the
level
and,
if
they
choose
to,
get
the
collectibles.
All
of
the
collectibles
are
located
at
different
heights,
i.e.
the
player
will
have
to
climb
up
or
down
a
ladder
to
pick
up
more
than
one
There
are
currently
no
power-‐ups
in
the
game,
nor
do
we
have
any
plans
to
have
any
in
the
future.
9. Enemies
and
Bosses:
The
main
opposing
enemy
in
the
game
are
the
FBI
agents,
if
they
see
Jeremy
they
will
shoot
on
sight;
they
are
also
much
bigger
and
physically
stronger
than
Jeremy.
While
the
guards
are
ruthless
they
merely
patrol
back
and
forth
on
levels
in
a
simple
fashion
so
with
intelligence
and
patience,
Jeremy
should
be
able
to
out-‐smart
them
and
avoid
their
patrols.
Above:
Old
and
new
concepts
for
the
FBI
agents.
Our
original
intent
was
to
go
for
a
block/”Minecraft”
look
but
after
some
negative
feedback
we
decided
to
change
it
to
the
design
on
the
right.
The
other
main
challenge/enemy
Jeremy
will
face
in
the
levels
are
the
laser
traps,
these
will
kill
Jeremy
instantly
upon
contact.
Some
are
triggered
by
stepping
on
buttons
and
require
a
separate
button
turn
off.
These
laser
traps
only
appear
in
level
1
because
it
is
The
only
environment
it
makes
sense
for
them
to
be
in,
they
can’t
be
connected
to
wooden
platforms
outside.
(Level
2).
Because
of
the
lack
of
laser
traps
in
level
2,
there
will
be
more
patrolling
guards
and
a
more
complex
level
layout
to
ensure
the
level
is
harder
than
the
previous
one.
10. Cut
scenes,
Bonus
Material,
and
Competitions
The
cut
scenes
are
going
to
be
drawn
in
Photoshop
using
a
graphics
tablet.
These
are
going
to
be
individual
drawings
with
text
either
underneath
them
or
beside
them
to
explain
the
story
and
there
will
be
between
2-‐4
at
a
time.
It
will
be
a
little
like
a
comic
strip.
The
cut
scenes
will
be
between
the
main
menu
and
level
one
explaining
who
Jeremy
is,
why
he’s
on
earth,
what
he
has
to
do
etc.
The
cut
scene
between
level
one
and
level
two
will
explain
how
Jeremy
got
from
Area
51
to
the
farm
and
the
cut
scene
between
level
two
and
three
will
explain
how
Jeremy
gets
into
his
spaceship.
The
cut
scene
at
the
end
will
explain
that
Jeremy
has
made
it
past
all
of
the
cards
and
is
returning
to
his
planet.
At
this
time
we
have
not
planned
any
bonus
material
nor
are
we
planning
any.
We
have
also
not
planned
anything
for
the
player
to
unlock
at
any
point
in
the
game.
The
player
will
want
to
play
again
because
not
only
will
they
most
likely
find
it
fun
but
they
may
want
to
attempt
to
get
more
collectibles
than
they
got
in
a
previous
attempt
at
the
game.
There
wouldn’t
be
any
major
competition
on
release.
There
will
also
be
no
competitions
associated
with
this
game.