Game Concept


-----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:

  • Casual Gamers: Those looking for a fun, accessible platforming experience.
  • Completionists: Players who enjoy exploring levels fully and achieving high scores.
  • Action Enthusiasts: Fans of real-time combat and agility-based gameplay.

~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:

  • Movement keys: "A" and "D" for left and right movement, and the space bar to jump. Pressing "Q" while moving activates a super jump.
  • The player will have 5 knives that can be thrown. You can throw one knife with the left click and throw all knives at once with the right click. If you run out of knives, there will be a 5-second delay before they regenerate.
  • Enemies are similar to those in Hollow Knight, but hitting them in the head will cause instant death.
  • I’m not sure what enemy types to add yet, but I want to include ones that can shoot back.

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


Get Down the Drain

Comments

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Overall a solid platformer concept, with lots of detail provided in some places, and other things left a little vague. Still, it sounds like a fun idea, and I would be keen to see how you differentiate this from Celeste. Obviously from a feasibility standpoint it is important to nail down the platformer mechanics early, but aside from that the scope seems appropriate :)

I agree. Core mechanics are the first thing to nail down and perfect in any sort of game ( aside from a few exeptions such as visual novels and things of the like). I wonder how this will be differentiated from other games of the same genre as it is quite a saturated genre. This doesnt "need" to be different but it will be quite hard to stand out as a generic 2d platformer. I have no idea why im replying this earnestly to this i do not even know theguy