Jump and Run

 

Design goals:

Jump and Run is a game focusing exclusively learning through failure. The game makes allowances for this via fast iteration times and keeps the game exciting with responsive controls and ample feedback. This detailed in the VDD below.

 

Key Elements

Keeping it simple:

The objective with jump and run was to keep the core mechanics as well as the core challenges as simple as possible. The player is reduced to one input, and obstacles are entirely spatial and reactionary. This was for a number of reasons.

Pickup and play:

In order to keep the game accessible as possible, it is important for the player to understand visually what is going to happen in game play. The best way of ensuring this was including spatial challenges rather than logic. These spatial challenges end up testing reaction time, a system that players tend to find exciting. Spatial challenges are also easily scalable, as placing platforms farther apart is immediately understood by the player and provides additional challenges.

Excitement and Drive to Replay:

Keeping the game fast paced will make the game memorable. Keeping the game memorable is key to getting players to comeback and replay the game. Considering the game loop is fairly simple, and the game play variety is low, it is imperative that the game be 'addictive.'

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Tight Controls:

In order for players to overcome these challenges, they must be given the right tools. In this case, the player is given a jump that moves the player up the longer they press the button down. While 'floaty' jumps do not sound enticing in themselves, a tightly controlled 'floaty' jump allows the players to jump through precise pathways. These concrete achievements excite the player, and allow them to feel empowered, and coming back for more.