Adventures in Candyland (<- Working Title) is a pretty newly started project. It is going to be a time-based platformer, which means that many levels involve getting help with opening doors from your past self. Alot of inspiration is taken from "Adventures of Shuggy", which has a few really challenging levels using the time-based concept - but they let go of this amazing concept before exploring it enough!
So far most of the core-programming is done, and from now on everything is a question about game- and art-design. What features and game-mechanics do I want? What is needed to make it interesting, what is just too much?
Will a candy-based theme be good, will I be able to make it happen? Or would a space/futuristic-theme be cooler and more fitting for this kind of gameplay?
Game-design decisions to be made and gameplay improvements that still needs to be implemented:
Candy or future?
Cute or crazy hero?
To make it interesting, does the hero need more abilities than being able to double-jump?
Level-design! What is interesting, what isn't? What is hard and fun, compared to just being too frustrating? Trial and error levels incoming!
Lava-pits, spiked walls and other hazards.
Moving-platforms and rotating obstacles.
Making it easy to fit the artwork together in the mapeditor. (We’re using TMX Tiled Map Editor).
Alot of levels of different difficulties.
Christmas theme for christmas? =D
Over and out, updates coming soon!