Potato Jumper
About Potato Jumper
Level Designer & Game Designer | 8 Weeks | 4 Developers
Control a potato that has to escape the sewers. Dash and jump in order to avoid the hazards. We were aiming for a player experience of Rhythmic, Timing and Soft Failure.
Player Experience & References
Primary intended player experience includes but is not limited to Rhythm, Timing, and Soft Failures.

Our main inspiration is Hi-Fi Rush which has similar intended player experience as well as some mechanics and gameplay. Additionally, we also considered level ingredients based on music levels from Rayman Legends.

Core Features

  • Hazards

    The tunnel-like levels of the game contain many different types of hazards, including simple spikes, lasers that switch on and off, objects falling from the roof and rising water.

  • Checkpoints

    Each level will have checkpoints between level ingredients. If the player dies they are taken back to that checkpoint. We don't aim for a significant loss of progress as soft failure is among our intended player experiences.

  • Health

    Because of the shortness of the levels the player has only 1 health, which if they lose they are taken back to the last checkpoint.

Core Level Features

  • Jump Refresh

    Players will need rhythmic movement and precise timing in order to catch the items/surfaces in the level that give them an extra jump. They will need to unitilize those items along with the dash mechanic to cross wide gaps and reach far away platforms.

  • Pressure Plates & Gates

    (My Feature)

    Pressure plates allow the player to interact and/or avoid various hazards, thus keeping up a rhythmic experience that also relies on timings. Gates that will act as portals will further reinforce the need to carefully consider the timings.

  • Wall Jump

    Player will have to perform the right combination of button presses in order to effectively wall jump, this will force them into a rhythm. Hazards will make this even more difficult.

  • Moving Platforms

    The moving platforms will force the player to execute an ability to time their jumps. The constant moving of the platforms to a visual beat will create a rhythmic experience and provide the feeling of rapid progression with every jump.

Level Sketches
Level One-Pager
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