In this platformer, you will dodge environmental hazards and use
light to solve puzzles so you may reach the end of each level. As
an added layer of difficulty, you must move your character while
cast in darkness -- “blinded.” When you are in the dark, these
imaginatory monsters will get closer to you. You must use a
flashlight tool that will allow you to see nearby hazards and
platforms, and also kill lurking monsters -- but for each level,
you have limited juice for your flashlight!
The main mechanic is the play with light in the game. You can turn off the light to
go through walls, kills monsters by shining the light on them, and more. The light
follows the
cursor and you use WASD and space to move about.
There are many different traps we developed: thwomps, wrecking ball, falling ball,
spikes, sawblade, pitfall, dark wall, monsters, and darkness. Designing this many traps
in the limited time we had proved to be a challenge.
We also played with sound cues in the game and have spacial sound that tracks the player
and will increase in volume as the player gets closer.
There is a final boss battle where established traps
were implemented throughout the obstacle course, similar to a
bullet hell concept but re-utilizing the player’s learned movement + evasion
mechanics. The boss battle happens in 4 stages: each stage has a unique trap design,
and each stage requires the player to shine their flashlight on the head of the boss.
When
the player damages the boss a fourth and final time, they win! An end-game screen
will congratulate the player.