Game Concept
Assignment 2 Game Concept
Title: Skybound Ascension
Author: Joshua Crisford (ID: 574082)
Unit: KIT109 Games Fundamentals
**NOTE** The itch.io version of this document is limited by the website's restrictions on formatting and size of images. Much of the concept art and references to the images wasn't able to be included causing many references to the concept art within the text to be incorrect. If you want to see the correct/original version (a word document) it can be downloaded at the bottom of this devlog or the main page of this project.
Concept Statement
Skybound Ascension is a vertical platformer adventure featuring handcrafted levels that challenge players to ascend to the sky through levels spanning diverse environments. Each level offers a curated experience to emphasize skilful play while adding a diverse range of environments each with their own distinct challenges and surprises. Precise controls, strategic jumps, navigation through obstacles and unlocking powerups will all be crucial to completing a level successfully. Levels are rendered in an 8-bit pixel art style and a complementary 8-bit soundtrack to capture the nostalgic platformer style of the 90s. Skybound Ascension blends addictively punishing gameplay with handcrafted design asking players to reach the skies through skill, determination, and resilience.
Title art created by Joshua Crisford 2024 using Design.com
Genre/Category
Platformer/Adventure with retro elements. Skybound Ascension blends classic platformer action and adventurous exploration in the handmade levels. The incorporation of 8-bit pixel art and sounds lends to a nostalgic retro experience.
Left image AI Generated using Canva Magic Studio right image using DALL·E 3 by Joshua Crisford in 2024. Prompt: “pixel art style, panoramic landscape, huge, old, overgrown tower that disappears into the sky” and “title screen, retro pixel art featuring a tall old dominating power and the title Skybound Ascension
Concept Creation Process
The development process for Skybound Ascension draws inspiration from mostly platformer games. It aims to employ both additive and subtractive design elements to create a somewhat unique gaming experience in a heavily populated genre.
Influences for the concept originate from vertical platformers like the iOS/Android app Doodle Jump (Lima Sky, 2009) and PC game Jump King (Nexile, 2019) which are the primary inspirations for the game’s core mechanics. Doodle Jump’s addictive simplicity and Jump King’s challenging precision mechanics provide a foundation for Skybound Ascension’s gameplay. Each game’s respective difficulty, while starkly different, both contribute to their addictive nature. A combination of the two may reveal compelling gameplay which Skybound Ascension attempts to demonstrate.
Beyond these direct influences, the concept of Skybound Ascension was further shaped by the broader landscape of platformer classics. Games such as Super Mario Bros (Nintendo, 1985), Sonic the Hedgehog (Sega, 1991), Mega Man (Capcom, 1987) inspire the game’s level design, character movement and aesthetic. The nostalgic appeal of these games suggested including an 8-bit art aesthetic in Skybound Ascension would fit well, while providing a visually distinctive experience in today’s gaming landscape, reminding players of gaming’s golden era.
Contemporary trends in game development, particularly indie development, demonstrate a resurgence of retro-inspired style games. Shovel Knight (Yacht Club Games, 2014) and Celeste (Maddy Makes Games, 2018) are examples of the appeal of pixel art platformers that successfully incorporate modern elements. Skybound Ascension aims to replicate this element of these games by also offering modern take on original platforming elements while introducing new elements aimed at keeping players engaged and providing a challenge.
Furthermore, the creation process aims to focus on the player’s engagement and immersion. The game will focus on a manual/handcrafted level design as opposed to a design that is dynamically generated. This should hopefully result in an experience that is more curated that rewards skilful plays and ‘out of the box’ thinking. A focus on the balance between challenge and satisfaction will be important to create a rewarding experience while not being overly challenging and frustrating. This could lead to a larger focus on the expansion of the game world to allow more options in completing the level and perhaps effect replay-ability.
Overall, the development of Skybound Ascension aims to blend the sensibilities of modern game design with classic platformer mechanics. With a focus on level design as a tool for player engagement and the presence of retro gaming elements for a nostalgic effect, Skybound Ascension aims to be a testament to classic platformer adventures and a nostalgic gaming experience.
Audience Analysis
The target audience for Skybound Ascension is primary gamers who enjoy challenging platformers and precision-based gameplay. Gamers that enjoyed classic platformer games such as Super Mario Bros and Sonic the Hedgehog as well as having an appreciation for retro aesthetics are also included. Therefore, demographically, the primary audience is likely to be within the ages of 18-35 and may slightly skew towards males although interest is certainly not limited by gender.
Furthermore, the audience for Skybound Ascension is likely to comprise players that appreciate gameplay that requires skill, determination and resilience. Also, a draw to games that offer challenging but rewarding experiences in which success is earned through practice and perhaps the accumulation of knowledge of a game’s mechanics and world. This audience values games that provide a sense of accomplishment and satisfaction upon the conclusion of a level and are willing to invest time and effort into conquering difficult levels.
The target audience would likely have busy lives but still enjoy gaming as a form of relaxation. For this reason, they are possibly looking for games that offer short but intense gameplay, best consumed during limited downtime. They may have a nostalgic attachment to the 8-bit gaming era making Skybound Ascension’s 8-bit pixel art style and soundtrack particularly enjoyable.
Competitive Analysis
Skybound Ascension includes game mechanics and attributes like other titles in the platformer genre. The game, however, attempts to combine various attributes from several platformer games to differentiate itself. An example of this is the combination of handcrafted levels, precise controls and 8-bit aesthetic. While other platformers on the market include these elements, few offer the same emphasis on vertical gameplay as well as strategic navigation through obstacles.
Games like Doodle Jump serve as direct inspiration for Skybound Ascension’s core mechanics and could be considered a competitor. However, it doesn’t include challenging gameplay and curated level design. Similarly, Jump King, which also served as inspiration for Skybound Ascension, does include the aforementioned elements but doesn’t allow for a degree of freedom in the execution of the winning condition. Jump King instead requires the player to execute a specific method of completing the objective forcing the player to develop skilled use of its controls. Skybound Ascension attempts to capture the middle ground between these games to differentiate itself.
The last successful product akin to Skybound Ascension would be Celeste which was highly regarded for its challenging gameplay and excellent narrative. However, Skybound Ascension distinguishes itself from Celeste by focusing on vertical ascent rather than horizontal traversal. The gameplay also isn’t tied to a narrative’s progression as it is in Celeste.
Game Treatment & Concept Art
You stand at the foot of a giant tower, trying but failing to find the top, it appears to have been swallowed by the distant sky above (see fig. 1.1 & 1.2). In Skybound Ascension an epic journey lies ahead of you, one that will be as daunting as it is thrilling. With each jump you will find yourself closer to the heavens, navigating through meticulously crafted levels that will require precision, strategy and resilience to conquer.
AI Generated using DALL·E 3 by Joshua Crisford in 2024 Prompt: “person standing at the base of an epic, old, overgrown and falling apart tower in a bright and colourful pixel art style”
Key Features
- Challenging but satisfying gameplay.
- Precise controls for strategic platforming.
- Handcrafted levels offering a curated gameplay experience.
- Environmental effects offering new challenges and opportunities.
- Nostalgic 8-bit aesthetic with pixel art, with matching sounds and music.
- Power-ups that grant temporary boosts or abilities.
- Checkpoint system assuring minimal progress loss.
- An unforgiving perma-death mode, where any small mistake could be your last
Challenging Gameplay
As you leap from platform to platform the world around hopes to see you fail. It shifts and evolves presenting you with new surprises at every turn. From luscious forests (see fig. 2.1) to dark caverns (see fig. 2.2), wet and windy landscapes (see fig. 2.4) to icy tundras (see fig. 2.3) each environment offers its unique obstacles to defeat. Each successful ascent brings a sense of accomplishment as well as new challenges.
Skybound Ascension isn’t just about reaching the sky, its about mastering the ascent. With each level having its unique challenges you, the player, must adapt your strategies and master your skills with every attempt. It might be carefully timing your jump or chaining together precise movements, each moment is an opportunity to push your limits and hone your skills.
AI Generated using DALL·E 3 by Joshua Crisford in 2024 Prompt: “platformer game in a [luscious forest (2.1)], [dark cavern (2.2)], [icy tundra (2.3)], [wet and windy (2.4)], [arid desert (2.5)] biome within a tower”
Curated Level Design & Environment Effects
Prepare to enjoy an odyssey throughout the handcrafted levels in which every platform, door, lever, trap and enemy are carefully placed to ensure and difficult but satisfying challenge. Each jump matters as you traverse the diverse landscape and conquer new heights.
Each different landscape may introduce unique environmental effects that pose unique challenges and opportunities. Intense thunderstorms that obscure your visibility, gusty winds that affect jump trajectory, and icy caverns where slippery surfaces make every movement treacherous are just some examples of challenges that Skybound Ascension will throw at you. Adapt your strategies to dominate and thrive in the ever-changing conditions.
Nostalgic Aesthetic
Immerse yourself in a nostalgic world, 8-bit style pixel art landscapes and chiptune sound and music offer a return to gaming’s golden age. Skybound Ascension pays homage to platformer classics like Super Mario Bros or Sonic the Hedgehog, when games were simple yet captivating. Lose yourself in the enduring appeal of retro gaming, from the vibrant colours and blocky landscapes to the catchy melodies (see fig. 4.1) throughout each level. Embark on a journey that feels both familiar and refreshingly new
Fig 4.1, Click the link to preview the retro chiptune
Skybound_Music_1.mp3
Strategic Power-Ups
Many powerful tools and abilities aid your ascent. Find strategic power-ups (see fig. 5.1) that provide temporary boosts and abilities, allowing you to overcome the most formidable challenges. But when given the option to choose one power-up over another, choose wisely, the decision could mean the difference between success and failure.
Skybound Ascension’s power-ups aren’t just tools, they are opportunities to swing the balance in your favour. It could be a temporary burst of speed to outrun a pursuing enemy or a double jump to help make that one jump that’s just out of reach, a shield to protect you from deadly traps or anti-gravity shoes that allow you to walk on the ceiling. Each power-up offers a strategic advantage that could mean the difference thriving or failing. But don’t forget, with great power comes great responsibility, choosing how and when to use a power-up is crucial to conquering new heights.
Fig 5.1, DALL·E 3 AI Generated by Joshua Crisford 2024
Prompt: “various power-up sprites including double jump and invisibility shield”
Checkpoint System
Embark on your ascent of the tower with assurance knowing that carefully placed checkpoints await you. Skybound Ascension includes a checkpoint system ensuring that all is not lost in the face of failure. The system aims to provide you with a sense of relief and encouragement as you navigate through the challenging levels. With each checkpoint reached, rest assured, your hard-earned progress is preserved, power onward and conquer even the most intimidating obstacles with steadfast determination.
Iron Man Mode
For those looking for the ultimate test of skill and willpower, or maybe you’re just a masochist, Skybound Ascension offers the Iron Man mode. Every decision carries a heavy weight and each mistake will likely be your last. In this ruthless mode, you must navigate through the game’s already challenging levels with a single life, you will face permanent consequences for failure. No second chances, respawns or checkpoints, each jump must be a carefully calculated risk as each obstacle is a potential death sentence. Only the most skilled and resilient players will even attempt the Iron Man challenge, let alone complete the ascent to the top.
Conclusion
With its punishingly addictive gameplay and meticulously curated levels, Skybound Ascension will be an ultimate test of skill and determination. As you explore diverse landscapes, lush forest to ice tundra, each environment will provide new challenges and opportunities. Skybound Ascension’s sentimental aesthetic (see fig. 6.1), with its 8-bit pixel art and chiptune soundtrack, pays tribute to platformer classics of gaming’s golden age. Strategic power-ups and the checkpoint system will provide you with the confidence you need to conquer the towers immense heights. Are you ready for the ultimate thrill of a challenge, the nostalgia of retro aesthetics, or an ultimate test of skill in the Iron Man mode? Skybound ascension offers an experience that is as satisfying as it is punishing. Get ready to sharpen your skills and embark on an epic journey to reach the skies.
Reference List
Capcom 1987, Mega Man, video game available on various platforms, Capcom, viewed 13 April 2024, https://en.wikipedia.org/wiki/Mega_Man_(1987_video_game)
GameSupplyGuy 2024, Free AI Stuff, sprite pack, GameSupply/Itch.io, viewed 15 April 2024, https://gamesupply.itch.io/free-ai-stuff
Joshua Crisford 2024, Skybound Ascension Title, graphic design, Design.com, created 17 April 2024, https://www.design.com/maker/logo/pixel-gaming-wordmark-92476?text=Skybound%20As...
Lesiakower n.d., Victory Screen, music, Pixabay, viewed 16 April 2024, https://pixabay.com/music/search/chiptune/
Lima Sky & Smoking Gun Interactive 2009, Doodle Jump, mobile game, Lima Sky, viewed 13 April 2024, https://doodlejump.io/
Maddy Makes Games & Extremely OK Games Ltd 2018, Celeste, video game available on various platforms, Maddy Makes Games, viewed 13 April 2024, https://www.celestegame.com/
Nexile & Ukiyo Publishing Limited 2019, Jump King, PC game, Nexile, viewed 13 April 2024, https://www.jump-king.com/
Nintendo EAD 1985, Super Mario Bros, NES game, Nintendo, viewed 13 April 2024, https://en.wikipedia.org/wiki/Super_Mario_Bros
Sonic Team 1991, Sonic the Hedgehog, video game available on various platforms, Sega, viewed 13 April 2024, https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)
Unknown Author n.d., Music Note, icon/image, Icons8, viewed 16 April 2024, https://icons8.com/icons/set/music-note
Yacht Club Games 2014, Shovel Knight, video game available on various platforms, Yacht Club Games/Nintendo, viewed 13 April 2024, https://www.yachtclubgames.com/games/shovel-knight-treasure-trove/
Files
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Skybound Ascension
A vertical platformer adventure ascend to the sky through diverse environments.
Status | In development |
Author | buggy blister |
Genre | Platformer |
More posts
- Documentation + User GuideMay 31, 2024
- Week 5, User Interface and AudioMay 26, 2024
- Game TestingMay 24, 2024
- Week 4 Pick-ups Environmental Conditions and In-Game UIMay 19, 2024
- Week 3 Level Blocking, Animations and InteractionMay 12, 2024
- Week 2 Basic Level Blocking and Improved MovementMay 05, 2024
- Week 1 Player MovementApr 28, 2024