Posted September 20, 2024 by 1kelp
-----Working Title-----
19 floors
-----Concept Statement-----
In this 2D platformer, you play as Rem, a daring climber on a mission to eliminate all threats within a mysterious floating tower. Armed with specialized throwing knives and exceptional agility, you’ll navigate treacherous levels, overcome daunting obstacles, and defeat fierce enemies. Every climb brings you one step closer to the summit.
-----Genre-----
2D platformer, shooting game, and speed run.
-----Intended Audience------
"19 Floors" is aimed at fans of platformer games like Celeste and Hollow Knight, as well as action titles like Neon White and Dead Cells. These games feature fast-paced gameplay with an emphasis on skillful navigation and combat, gradually increasing in difficulty as players progress. The game will likely appeal to those who enjoy a mix of speed running challenges, combat mechanics, and environmental interactions, similar to the thrill found in first-person shooters. engaging level design will find satisfaction in completing each floor of the tower.
Target Audience:
~13+ (due to potential mild violence and thematic elements that may not be suitable for younger audiences).
-----Concept creation process/area and influences-----
"The first five minutes of a video game are the most important part of the game." — a quote from someone whose name I can't recall. This statement serves as the foundation for my game. I asked myself: how can I make a game fun? What makes a game enjoyable? Is it a unique mechanic, good level design, beautiful art, or something else? I aimed to create a game that fits within my scope while also exploring certain elements outside of it. My game, "19 Floors," draws inspiration from titles like Celeste, Hollow Knight, Dark Souls, and Neon White. I want to create a platformer influenced by first-person shooter mechanics, where shooting an enemy in the head results in an instant kill. Instead of focusing on precise jumps and landings, I want to capture a fun, fast-paced feeling like in Neon White, where your focus is on finishing the level as quickly as possible. I also want the player's actions to affect the environment, such as dust particles swirling up when they run around.
-----Game Treatment/Concept Images-----
Backstory:
Every 100 years, a zenith star falls from the sky, rumored to grant any wish if touched. To protect itself from being claimed, the star creates worldly layers guarded by monsters. You, the player, are driven by the quest to obtain this wish, climbing through the layers to reach your goal.
Features:
Concept art:
Player Idle sprite by Kler Mu Htoo
The art style I'm going for my game is pixel art.
source:https://forums.tigsource.com/index.php?topic=66632.20
Idea of what the platform/level might look like.
original by Kler Mu Htoo
This was my rough drawing!!!
original art by Kler Mu Htoo
this is the first attempt of a running animation later changed into pixel art