This... is a hell of a game! Our Little Devil just got tired of all his hellish life and planned a prison break from, guess where? Now, he just wanna reach paradise but that ain't going to be easy because Angels are falling from the sky!
High Concept
Outta Hell is a fast paced endless runner designed for mobile devices. You control a character (Little Devil) taping the screen moving him to each tapped point. The character is constantly moving up resulting in a downward vertical movement of the environment while obstacles (Angels) fall down in various ways to block the player's progression. The character can collect halos to shield damage from Angels. Another key feature of the game is the ability to set the initial speed of the character, increasing the chances of a new high score, but also the difficulty level of the game.
Objective
This is an endless runner with point accumulation based on distance. So basically, the aim of the game is to get as far from Hell as possible. The farther you go, the more distance points are accumulated in a single play through. Each new game, the point counter is reset.
Controls
Character Control
Since this is an idea for a mobile game, the main action players will perform are simple taps on the screen. The first touch will trigger the vertical movement starting a new play session. Each following touches, will move the character to those positions on the screen.
Speed Control
While on Title Screen, the player will be able to set the initial speed of the game using a slider on the top of the screen. The minimum speed will have a symbolic value of 1. When set, during gameplay the minimum speed will go from this value (1) to the max speed of 10. In addition, the slider has also the same increment rate resulting on the following speed set at maximum:
- if maximum initial speed is set to 10
- then maximum possible speed is 20
Obs: this values are just for the idea abstraction, the actual speed must be playtested once implemented in the game.
Items & Obstacles
Angels
These are the main foes of the game. They have three variations: singles, groups and followers.
- singles: this is the most basic type of Angel. They come randomly scattered through the screen with plenty of space in between them so they are the easiest to avoid.
- groups: they can come in groups of 2 to 4 set vertically or horizontally. They also appear scattered through the screen however in a much smaller pace.
- followers: these are a little bit tougher to dodge because they will follow your position in a smooth criminal kind of way. Everytime the character goes to another position tapped by the player, they will start moving in that point but only left and right. Their frequency is the rarest in the game.
Halos
Some Angels lost their halos along the way and the Little Devil can wear them anytime! They come once in a while and to catch them is just a matter of going into their encounter. The good thing about them is that they are cumulative. The more the player has, the more times they can stumble upon the Angels. The only downside is that they are quite rare and, if out of halos the player touches any Angels, it's game over and they go back to Hell.
Assets
This is an idea we have been working with some friends a few years ago. Unfortunately the project wasn't finished. The good news is that we still have most of the art assets ready to go!
Here is the link for a zipped file with all the contents any developer will be able to make this game!
Feel free to get it and do anything, really! You can implement the ideas shared on this post or even create your own game with all the Devils and Angels there :D
Just be sure to start with something simple and interesting. Remember: any mechanic can be appealing, as long as the elements and systems are interactive inside the game system!
Now go there and have fun! Only by practicing you will have the chance to become a Game Design Wizard!
Thank you
for reading!
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