Dial M for Marshmallow (2012)
High Concept:
"A 2.5D platformer in which the player collects different power ups that allows to use level hazards in his/her favor." Other Info: Development time: 4 weeks Team Size: 1 Role: Author Engine: Zero Engine (Python) |
What started as a project for a class at DigiPen, Dial M for Marshmallow is product of an idea I've wanted to put in motion for some time. I wanted to make a platformer with a style that felt like old games, featuring a simple-looking character that is both cool and cute. As for the mechanics, I had the idea of gradually unlocking power ups that would allow players to circumvent level hazards.
One of the best feats of the game is the progression curve, providing just enough level of content and difficulty before introducing players to the next mechanic. This design predicated from one of my core beliefs that a well designed element should have several other elements in support of it. The game offers some bite of challenge and can be played to its completion in just a few minutes. I found through this project that a carefully crafted experience can be very powerful and introducing bits of challenge gradually is essential to keep players hooked.
One of the best feats of the game is the progression curve, providing just enough level of content and difficulty before introducing players to the next mechanic. This design predicated from one of my core beliefs that a well designed element should have several other elements in support of it. The game offers some bite of challenge and can be played to its completion in just a few minutes. I found through this project that a carefully crafted experience can be very powerful and introducing bits of challenge gradually is essential to keep players hooked.