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.