(by @naktar )
Game mechanics
- There are stars
- We choose which star to start on
- Our character is a mouse that can jump between stars leaving trails of gunpowder behind
- While on a star, the star rotates and the mouse rotates with the star too
- The rotation speed will be adjusted for difficulty, while rotation limit will not be implemented(overall time limit is better)
- We can click to make the mouse jump (straight line)
- the jumping speed will be fast to mitigate the pain of starting over
- The stars have orbits, if the mouse touches the orbit while jumping, he stops on that star
- When the jump is connected, the (start star, end star), will be checked to see if they’re a constellation pair
- if they are a line is drawn between them
- if they are not no line is drawn
- either way the jump counter is decremented
- If the mouse goes out of bounds he dies restarting the level at the star he chose before(to save time), he can press an option to choose another star
- Your goal is to draw a predetermined constellation (shown by trace)
- We have a limited number of jumps
- going over the limit will cause game over, starting back at the first star
- if the jump makes the mouse cross over a line the whole constellation lights up, checking if it is correct, if not you lose, meaning you can’t jump over a line unless it’s the last jump(imagine it as his nose being on fire)
- You need to finish the level in a certain time(not too difficult)
- after each jump the constellation is checked for correctness, if it is correct then you win and your score is calculated
- The score is calculated depending on how many jumps you have remaining, and how long did the level take you to complete
- The score will give you 1 to 3 stars, 3 being the best outcome
Level Design
- The levels would be designed such that you have to think about them first and then execute as fast as you can.
- extra things may be added to the levels:
- Black hole: if the mouse goes into its orbit it will die, starting over
- Asteroid belt: a wall the mouse can reflect off of
- Wormhole: A connected pair of holes, if the mouse goes into one, he exits the other with the same entering angle
Fixes and additions
- make sure mouse cannot pass over the same path twice
- Be able to change jumps for each scene
- line crossing shouldn’t be detected if trail is connected to the destination star