The name of my game is “Wendigold” it is about a mythological creature that hunts for gems in the woods.
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The name of my game is “Wendigold” it is about a mythological creature that hunts for gems in the woods.
The first game I created called “Robo’s Land”. This game represents a Robo walking on the dark-platform theme. He came to the dark dimension to finish the level. Watch out for those enemies, but if you squish them, will disappear.
Potential obstacle sketches
Here I designed potentially for the game. One is an evil demon, the other an angel because I thought it would fit for an angel to be the natural enemy of our ghost protagonist, the other a reaper to eliminate the ghost’s spirit.
Potential rewards sketches
One reward could be a soul which the ghost collects to make himself human again.
The other is a ghost coin which would be the currency in the supernatural landscape the player travels in.
The goal of this game is to beat it while successfully memorizing all of the crazy trick traps the game has set out throughout its world. It lures you in with the familiar aesthetics of a Mario game, and that’s where the player makes their first mistake as this game is nowhere near as easy as your average Mario game. The player’s false pretenses before actually physically starting to play the game sets the stage for it to subvert your expectations.
If I had to label this game with a genre I’d call it a Kaizo game. Kaizo in japanese means to reconstruct so it’s kind of like a “deconstruction” of mario games. It’s a genre that is typically fan-made from hacks that deal with creating excessively difficult Mario levels that only the most skilled or stubborn players can beat.
Personally I don’t believe these kind of games are trying to make a deep statement. I think they’re made for a very specific of skilled platformer gamers who want to take the platforming in Mario to the most insane levels for their own fun and enjoyment. The game is also very self aware as has a lot of humor to be found in it. I think it is a game made purely for people to have fun with.
Unexpected Moments:
unexpected moment #1: the platform fell and killed me but this time I was aware and returned to take a screenshot of the moment. this type of surprise messes with expectations of the player as nothing like this in classic Mario occurs so it catches you off guard.
unexpected moment #2, after taking the previous screenshot I died while I thought I was safe to walk forward suddenly the ground caved in on itself and geniueniely shocked me.
unexpected moment #3, I was trying to jump over the pitfall they placed when suddenly I jumped into blocks which ended up making me fall in the pitfall anyway.
This is the general idea of what I want as the scenery in my game. The idea is a ghost who lives in the land of the dead, so I wanted spooky scenery to convey what kind of world they live in. Some elements that show this idea are the tombstones, the copius amount of “dead” trees with no leaves, and spooky elements like the moon being the only source of light and the spiderweb.
Obstacles:
Zombie Hand: Zombie hands hold the player in place. The player must struggle to get out of their grip. These traps do not cause damage or death unless the player fails to struggle out on time.
Haunted Axe: These flying axes will randomly appear in certain areas and the player must jump to avoid them or they will take damage.
Hunter: The hunter is a reoccurring enemy throughout each level and cannot be permanently killed only knocked out. The hunter uses tranquilizer bullets which can’t harm the player but will cause disorientation making it harder to avoid obstacles. Being touched by the hunter results in a capture or instant kill and the only way to defeat him permanently is to lead him into a trap (like the zombie hand).
Rewards:
Green Gem: These rare gems grant the player a jump boost but can only be used a certain amount of times.
Red Gem: These gems grant the player immunity for a certain amount of hits.
Moon Coin: Grants the player an extra life and also freezes all enemies in place momentarily.
THE OBSTACLES:
2. Sidewinder – Attacks by running towards the player. Cannot be killed and insta-kills the player on contact.
3. Demon Brick – Attacks using the spikes on each of its angled sides. Cannot be killed. If the player touches the spikes, the player is insta-killed. If the player touches any other part of the enemy, they are unharmed.
THE REWARDS:
2. Sapphire Shard – These items are scattered all over each stage.
3. Candy Apple – This item grants the player an extra life if collected.
Ladders: Soma will be using ladders to get around in buildings.
Poisonous monsters: the purple blob-looking monsters shoots poisonous gas which Soma has to avoid.
Giant Spiders: these giant evil spiders will prey and eat anything that it sees.
Meat: you can get these by destroying other monsters and eating it for health.
Coins: you see them laying around or breaking boxes.
Chests: you can randomly find chests and sometimes it will hold coins, meats or weapons.
Obstacles:
Rewards