

Specificities :
- Type of game: Platformer
- Platform: PC / Console
- Number of players: 1 player
- Target duration: 1 - 2h
- Target audience: 7+
- Graphic style: 2D Pixel art
Blast off is a 2D platformer inspired by games like Metroid / Megaman.
The focus is on gameplay and graphics. The story is a parody, you play as a soldier who's lost his memory and tries to escape the space station he wakes up in.


Gameplay :

Blast off is based on 2 main mechanics.
The first one is the blast, a projection in the air performed by shooting with the weapon downward.



Weak projectile
Powerful projectile


The weapon has 2 levels of charge:
​
- The first one offers very limited launch distance and shooting range, but needs no charge.
- The second offers high launch distance and shooting range, but needs to be charged.
The other mechanic is the grappling hook. Usable only on dark surfaces, it allows the player to cling to the walls.
It can also be stretched/shortened to allow for projection.


The Blast and grappling hook can be used together to navigate very quickly.
Examples of surfaces where the grappling hook can be used


3C :
Character :
The character has access to the blast and grappling hook.
He also has a life bar that remains the same between each level.


Controls :
- Q D / Left trigger
Shift
- Space / A
Jump
- Left click / R1
Shoot
- Mouse / Right trigger
Aim
- Right click / L1
Grappling hook
- Z S / L2 R2
Shorten / Extend the grappling hook





Camera :
The camera is in side view, with a quite large recoil to allow the player to see where to go next more easily.

Areas :

Blast off is composed of series of levels, these levels are classified by areas.
Each area has specific mechanics, and almost all end with a boss fight (except the last one).
The 4 areas are : - the Coms tower - the Greenhouse - the Command center - the Garage





The Coms tower is the first area the player will explore.
Because the player is still being introduced the basic mechanics, it does not have any unique mechanics so that players don't get confused.

The Greenhouse is the second area the player will traverse.
This one is filled with unstable plants on which the player will have to navigate.



The Command Center is the third area with 2 connected mechanics :
- Lasers that block the player's path but can deactivate and emit light.
- Light, levels in this biome will be very dark, and filled with enemies that will jump from darkness and take the player by surprise.

The Garage is the last area in the game, it is unique because it is much shorter than the other areas and has to be completed in a limited time !
The platforms in this area are very unstable and debris will regularly fall from the ceiling.


Mockup :
Health bar
Bonus

Grappling hook
Alien
Player
Unity Demo :
Research :


Character research

Alien research (drawn by Ines Elleuch)

Level design examples


Tutorial
Level 1

Level 3

Level 8
Matte painting sketch

Poster sketch

Pixel art research


Tilemap
