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The one button game

The Objective
Youre in a flooding city, and you cant
swim. Of course you need to get to
higher ground. Luckily, an infinitely tall
and wide building is right next to you,
you just have to see how long you can
survive before the water catches you,
simple. Well unfortunately this building
is pretty stupid, so you need to find a
way through the maze that is a poorly
designed building which really just

Controlling the character


The game uses a button, which can be
used in different ways, held and double
tapped as well as the normal press.
Pressing = Jump
Holding = Causes friction against surfaces, jump on
release
*note, if player is sliding down a wall and reaches the floor,
they will automatically, run away from the wall.

Double Tap = Smash

Difficulty and Score


The difficulty of the game will be edited by different game
speeds:
Speeds

Multiplier

Slow

0.5

Medium

0.75

Fast

1.0

Flood

2.0

These options will change the multiplier, which is multiplied by


the time the player has survived (e.g. Surviving 42 Seconds
with Game Speed of Medium would give you a score of 42 *
0.75 = 31.5)

Level design
The game is not level based. Like
games such as Super Hexagon and
Temple Run, this game will have
levels generated randomly but made
from different pre-sets being put
together.

Level Design Continued


The pre-sets in this game would
consist of different rooms which
would require different functions in
Wall-button
order to go into the next
room.

Destructible walls for rooms,


broken with double-tap action.
Left to right: Glass, Wood,
Damaged Wall

and Door
used for
rooms,
activated
with the hold
action. The
door will rise
once the
button has
been pushed
in/down.

Pre-set room example

Character
The character will be a generic stick
man, nothing too fancy for a one
button mobile game. Character sliding down wall
Fly kick (Smash)
animation, for
destroying walls.

Character jumping from


floor animation, such as
at the beginning of a

concept, occurs when the


button/screen is being held
down. Also used to push
button and open doors.

Beginning of the level


concept

This is what the beginning of a level/run could look like. You will always
start outside the building, and when you first press to jump, the
character will automatically be jumping appropriately towards the
building. In this scenario, the first action (after the initial jump) would be
to double tap the button (seen in the bottom right of the screen) in order
to break through the glass of the building. On the floor of the first room
is a red patch, signify that it is a prime location to jump (tapping the
button).
Once the button is
tapped and the
game begins, the
water will begin to
rise at a rate,
depending on what
game speed you
have picked.

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