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Bubble Trouble

This is a very special game idea. We're gonna design a fast paced game with two different movement behaviors based on the environment the character is going through.


It's a very straightforward side view running game but with some really cool moves and possibilities. So the first thing we need to define is how our environments differ from one another and also, our avatar's moves.

Air and Liquid

There will be two types of environment: outside the liquid and inside the liquid. Every time we address the outside part we're going to refer to it as the Air, and every time we address the inside part we're gonna call it the Liquid. Both will have their own specifications for physics and influence on character movement:

Air: this area has gravity working normally pulling the character down.

Liquid: this element inverts the "gravity" of the world pushing the character upwards constantly. One feature this element has is the possibility to be on the top of the screen or "attached to the ceiling" of the level. However, its effects remain the same in that condition.

The Bubble

Our character is a very unique subject. It is a simple bubble that got lost from its other bubbly friends. Now it is always "running" to find them somewhere. The bubble is light and can run on the liquid's surface. It's able to jump while running on liquid and also double jump while in the air.

It can dive into it and come back to the surface with enough velocity to perform an inverse jump from below.

On top of that, the character will also have a set of special moves. They are: float dash, swim dash, dive dash and bounce.


float dash: this is like a quick surface jump on the water. Every small jump performed, the avatar moves faster and faster covering greater distances each jump.

swim dash: while under the liquid, the character will be able to perform a swim dash to have a short boost in a straight line. The number os swim dashes is unlimited while in the liquid.

dive dash: after a jump or in the air state, it's possible to perform a high speed dive in a diagonal downwards.

bounce: the moment the character touches the liquid's surface during a dive dash, it can bounce off the liquid surface changing the direction immediately. The height of a bounce is the same as the previous dive dash.

Features

With all those moves defined, it's time to have some ideas for the interactive elements of the levels. This is the fun part where we can get creative and combine the moves of the character with the types of environment with some really interesting and challenging gameplay mechanics. While defining the details of each element, keep in mind that the liquid can also be "upside down" along the level.


bubble shields: these collectible items create a shield around the character. They are small bubbles that prevent the character to pop anytime it hits a hazard or obstacle. They are cumulative to the maximum of 5.

platforms: they come in many shapes and sizes and are used to jump onto. They can appear under the liquid as well.

floating substance: this element only appears on the liquid's surface and can come in chunks with small gaps to bridge air and liquid. They are dangerous and should be avoided.

spike balls: these ar dangerous hazards too. They can be static or moving around to difficult avoidance. They are present either in the liquid or in the air.

swirls: are present only in the liquid environment and they pull the character downwards when passed upon.

walls: this element can be either in the air or in the liquid. It can also hold liquid in any part of the level. They are also considered hazards and can pop the bubble.

geysers: when active, this elements throws the character upwards in the air generating a "natural jump". They only come out of walls.

wall spikes: can be attached on the ceiling, floor or sides of any wall. They are also hazards and must be avoided.

broken timbers: can have any shape and are destroyable either with the swim, float or dive dashes.

poison: this is a dangerous substance to swim through. It can be scattered inside the liquid in many shapes and also moving in various ways.

Freedom

As you might've noticed, we haven't talked about the controls. Why? Well, first because this, as a digital game, and it can be adapted to any platform you want.

Since that is a very large range of possible control schemes we'd like to introduce just the idea of an interesting and simple mechanic. How the controls for all those moves are going to turn out, is up to you.


So, for which platform would you develop a game like this? What would you add to improve the depth of this mechanic? Maybe another character inside the bubble that could only be in the liquid for a certain period of time? More moves perhaps? New environment types like swamp full of vines and insects? Other elements like wind, waves or acid rain? You decide...


We'd like to know in the comments what are your ideas on this one! Please let us know if this is your type of game or not. And don't forget to send us your idea here! We'll love to know and share your game design mechanics!


Until then, let's keep creating!

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