The player is a fallen angel who is trapped in hell after her wings were stolen. She must traverse the hostile landscape in pursuit of freedom, stealing the wings of other angels who were unable to escape. Each wing she collects restores one of her initial powers – wall jumping, sprinting, air jumping, and gliding. After regaining all four wings, she reaches the last chamber where she finds a final corpse with a halo. The halo reinstates her ability to fly.

A and D to move, SPACE to jump, SPACE on walls to wall jump, SPACE midair to air jump, hold SPACE midair to glide, hold LSHIFT to sprint, and press F to fly. Everything mentioned after jumping is unlockable and will not be usable at the beginning.

  1. Cooking Is An Art!
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3514
    2. This pattern will help us to cook, which is, gradually craft the empowering experience through the game’s progression. Specifically, using the level design to enable players to have the experience of conquering a hard level from practicing and thinking strategies.
  2. Art Is An Explosion!
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3511
    2. This pattern is also aimed to craft the empowering experience, however, the instant one. We want to use this pattern to offer players with the immediate empowering experience. As the pattern described, setting an “explosion” once players have the key component, which is the power up from our games. Specifically, using power up to enable players to explore the areas they could not explore before. And using power up to let players feel less difficult and frustrated of the game.
  3. More Variation, More Challenge, More Power!
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/621
    2. Since our game is a platform jumper, we will apply this pattern to support the pattern above and add more possibilities and gameplay to our game. Specifically by adding more new mechanics that players can unlock through playing such as floating, flying, double jumping, etc. Meanwhile, those new abilities will be related and useful to fit in the level design.
  4. Double Jump or Not, This Gap is 10 Feet Wide
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3323
    2. This is a pattern for us to understand the better way of building our game’s world. Specifically, associating players abilities with the level design. As the pattern described, designers can create a world where access to new content is directly tied to the player's progression on that mechanic. Hence, we are planning to set some part of the areas among the map that require some specific abilities to access, such as floating, flying, double jumping, etc. 
  5. Jump higher and higher
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2975
    2. This is a pattern that guides us to think about how we better build the double jump system to fit in our game. As the pattern described, A well-executed double jump does not merely act as a generic mobility tool but instead becomes a defining aspect of the game’s identity, contributing to both gameplay and thematic immersion. Hence, when we decide to add double jump to our game, we not only consider about the narrative aspect to make the double jump reasonable (Angle can do double jump while she finding enough feathers of her broken wings), but also make it more reasonable to our level design (Decrease the difficulty and enable to explore some areas).
  6. GME To The Moon
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/356
    2. This pattern talks about designers should combine basic mechanics such as jump with other mechanics to reach the place they could not reach depending on merely jumps. This is very helpful for our level design because we planned to have areas that require specific player’s abilities to reach. With the help of this pattern, we can better think about how we should combine all those different mechanics we already planned to have in the level design to make the “puzzle” more interesting and meaningful. On the other hand, this pattern also better supports the first and second pattern because it not only enhances the importances of the power up, but also makes players feel more proud once they figure out how to solve the “puzzle”.
  7. Ahem, buddy, ur not allowed in here yet.
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3250
    2. This is the direct pattern to our game’s area and level design. It demonstrates the way of locking some areas to better guide players to follow the designed paths, and enable players to unlock once they meet the requirements, which are the abilities.
  8. Eureka!!!!!!!!!!!!!!!!!!!!!!!!!!
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2931
    2. This pattern is here to support the first pattern, cooking is an art. We will apply this pattern to offer players the experience of a growing sense of mastery and achievement as they visibly overcome obstacles and achieve goals.
  9. High Risk, High Reward Jumping
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3162
    2. This is also a direct pattern to our game’s area and level design. We will apply this pattern to better locate the location of our feathers(the power ups). Those areas that require skills, abilities, or are not easy to find will also reward players with a reasonable amount of  feathers.
  10. Yes, but why would we do THAT, HERE?
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2684
    2. This pattern will be applied to our mechanic design. Hence the core of our game is platform jumper, jumping will be a highly repetitive mechanic. Therefore, we need to apply this pattern to support the deep compelling gameplay without complicating the core mechanic. Specifically, using the other mechanics to associate with jumping to make jump more interesting. Such as combining floating and jumping to make the player jump farther.
  11. Not That Way, Try Again!
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/1855
    2. This is a pattern to help us better guide players through positive spaces(the parts that players are most likely to look at and engage with). Since we will have pits that players can not get through merely depends on jump before upgrading. Specifically, for example, players jumping ability can jump through 1 unit at the very beginning, then we will have some notices on the pit that is more than 1 unit. For example, the edge of the ground will have some green grass if the pit in front of it is 1.5 units, red flowers if 2.5 units, etc. To notice players that this is not the place you can jump through based on your jumping abilities right now. This can also be applied to those areas with requirements by adding some noticeable hint on the positive spaces of those areas.
  12. I Have to Check There
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2788
    2. This is a pattern for our level design as well, we will apply this pattern to use players’ curiosities to encourage them better explore the game world. Once players see 1 hidden area with a requirement, players are very likely to understand this mechanic and start to look for other hidden areas we designed in our world. On the other hand, once players’ curiosities are triggered, it’s better for them to remember those areas and come back when they have the abilities to get in.
  13. The Master of Hypnosis
    1. https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3519
    2. We are going to use this pattern to attract players to keep playing our game. Specifically, by setting the very beginning of the game easy, and offer players the wing frame and feathers (which are power up in this game) at the early stage to give them confidence and positive experience at the beginning.


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Design Document 972 kB
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Director‘s cut edition (with level design draft) 13 MB

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