Download - Squidiverse - Beat chart
Level/environment name: Water Planet (Level 1) Time of Day: Day, as it makes the level bright and vibrant, getting across the fun tone of the game. Story Elements: Squid goes on a quest to find his long lost father, who was kidnapped by the evil King Crab. Progression, game play focus of the level: Player must find all the 3 clues hidden through the level, in order to complete it. Estimated playtime of the level: Around 3 minutes (clean run through) – If each clue takes about a minute to collect and there are 3 clues. 5 minutes -‐ allowing for deaths. Colour scheme of the level:
The level has two colour schemes that tie together and complement each other: Red and Blue, and Purple and Orange. Red and Blue is used mainly in the background. Whist the blue is calming and reflective of the sci-‐fi/underwater theme, the red pops out against the blue. The red can be used to identify dangerous areas or important elements in the environment,
e.g. red buttons that activate events. The Purple and Orange is used for the character design. Using a different scheme makes them stand out from the background and become more noticeable, however the colours are really just a shift of the first scheme, purple being from blue and orange from red. Orange and Purple together looks fun and wacky, so getting across the vibe we want out of the game.
Enemies/bosses introduced and used: Crabs, Octopi, and Whales. Most enemies are simply patrolling, which makes them perhaps more like obstacles. The crabs pace back and forth on a set spot, whilst the whales pass by a tight spot every few seconds, with the player having to sneak through a gap in the pattern. The Octopi will be more aggressive and run towards the player.
Mechanics introduced and used: Rock throwing – Squid and throw rocks in the direction he’s facing. This mechanic can be used to kills enemies and also solve environmental puzzles e.g. throwing a rock at an out of reach button to activate a hidden platform. Hazards introduced and used: Water bursts that periodically rise and fall between platforms are a key obstacle. The player has to wait for a free gap in the cycle to jump over them. Power-ups, new abilities, weapons or gear introduced/unlocked: The level will have no power-‐ups or new weapons. The Squid character stays the same across the game, staying at the same power level and keeping the same mechanics. It’s the environment that changes, introducing new puzzles or enemies, that the player must overcome using those same core abilities. Treasure amount and type the player can find: The main treasure to find are the gold stars scattered through the level, which control the player’s score. The three clues could be counted as treasure, but they’re more of a goal; needed to complete the level.
Bonus material found in level: None Music Track(s) to be used: Music plays throughout the level, and is in the style of an up-‐beat 8-‐bit track. The music never becomes too dramatic or dangerous, maintaining a bright and friendly feel.