Washed Ashore
Project summary
Milestone 1
UI Mocks
List of features of the MVP
- Player can move horizontally and jump, basic 2D platformer mechanics
- Player can shoot and kill enemies
- One enemy with simple AI script that follows the player until it is killed.
- Stunning graphics that are a taste of what's to come in the future.
Pictures
Milestone 2
List of features
- Animated main character with audio effects for jumping and dying
- Working health system with an animated health bar
- Two different weapons to choose from:
- A sword and a modern bow (both have idle and attacking animations)
- Shooting arrows has an audio effect
- New enemy type: Goblin
- Green humanoid beasts with long spears
- Very aggressive towards the player
- Avoid close range fights, they have mastered it
- Makes a horrendous sound upon taking critical damage
- New world select screen where in the future players can
- Upgrade their gear and see the stats for them
- Pick a level from the map (this is implemented already but maps' design is not finished yet)
- The very first level of Washed Ashore:
- Progress from left to right in this deep forest level
- Fight through the hordes of those horrifying goblins
- Killing goblins awards players with immense riches as they drop gold upon death
- Visual overhaul, original artwork
- Breathtaking scenery and iconic interiors
Pictures
Milestone 3
Peer review
List of features
Pictures
Peer Review
Our team reviewed the SlingShot game. It's a bit of a mixed bag. The Main menu is great + an awsome track but gameplay wise we feel like there's couple of improvements that would increase the enjoyability of the game.
- Look Ahead function
- it would be nice if you could look ahead and see what’s coming up instead of constantly dying and figuring out while on a move.
- Better progression
- the earlier levels should be a little easier to let the player get the hang of each and individual game mechanic.
- More tips
- There should be a tip about almost every little feature.
- Skip button
- It would be nice if there was an option to skip certain part of a map
- There’s a problem with jump heights
- Jump heights are inconsistent, it feels like “spacebar” jumps lower than the “W” key.
- The hitboxes of the spikes could be a little more forgiving
- A saving function would be nice
- It was really frustrating to complete a difficult part of a puzzle and then fail miserably or fall of a platform and then start all over again.
- 2 difficulty levels of the game
- Another version of the levels where there are more safe zones and dumbed down bits of the harder puzzles.
- A theme song
- Frustrating puzzles and the sound of a water drop don’t go hand in hand (the main menu soundtrack is sweet thou)
- Multiple pathways to the finish
- Why not have 2 paths to 1 point where one is harder and shorter while the other is longer but easyer.