How are the Avocados sabotaging the presents production?


Basic Gameplay working. We have two different "puzzles" with the same simple collecting mechanics. Now to enemies, some level design and balancing and the camera movement after each puzzle. I am not sure which one I will code first, but I started to sketch some enemy ideas.

Right now, the V3 of the game has a simple setup with some runes spawning and a simple collection logic: the player needs to be near the runes and stay a while to collect. To move the player character, just click the target rune. At the end, the vine will spawn a number of presents equal to the amount of runes collected (which I will use as the player score). It still needs a lot of polish, specially related to the movement of the main character and some UI elements but due to the time constraints it will remain as is for now. The focus now shifts to the enemy and then to level design.

An Avocado, the enemy, will be visible during the challenge. Each avocado has a different kind of Puzzle. I have a few puzzles in mind, both puzzles can happen at the same time. The Merlin character I had was already in a unitypackage. I couldn't find a unitypackage for the Avocados, only the MAX files. I might have a problem with that.

Puzzle 1

Only one rune jumps from the tree and lands in a random location on the scene. But an Avocado saboteur also throws fake runes onto the scene. The player needs to identify which is the real rune to collect. Every five seconds, the runes change places on the scene. The fake runes do not rotate, the real ones do. Each time the player collects a fake rune the vine loses health. If the vine health reaches zero, no presents are produced.

Puzzle 2

In this second mechanic, the saboteur throws the rune upwards and it leaves the screen. After a few seconds, the rune falls back from the sky. The runes marks the place where it will fall on the ground. The player needs to be in the place marked when the rune falls or it won't be collected.

Other possible puzzles

i also have three other mechanics in mind that I will add if I have time.

Protected Runes

  • Some runes will be protected by a barrier that must be broken using bombs.
  • Bombs are thrown in the Player's position by the saboteur.
  • The player must time their bomb throws carefully to break the barrier and collect the rune.

Focus Lights

  • Some runes will be hidden, and the player must use focus lights to reveal them.
  • The focus lights will have a limited duration, and the player must act quickly to collect the hidden runes.

Magnetic Poles

  • The player will have a magnetic pole that can attract or repel runes.
  • The player must switch their magnetic pole to match the polarity of the runes to collect them.

Some puzzles might be mixed, i.e. a fake magnetic rune or a falling protected rune. All avocados related to each puzzle will be shown.

Files

v3.zip 15 MB
3 days ago

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