Introduction Robot rescue is a platformer puzzle game, in which the player has to traverse a 2D level alongside a group of larger mindless robots. The player avatar is a smaller, faster and smarter robot, trying to rescue the others from an evil factory. The player can modify the robots and give them abilities to help them reach the goal. The game is viewed from the side as what has become known as 2,5D. The playable part of the level is made up of cubes. These form the basis for the puzzles as some of them can be destroyed and other cant. Game goal The player must take himself and a number of the robots from the starting point to the finish. Failstates The player succumbs to one of the hazards in the level. Hazards will be explained in the Environment section. The player is trapped and will be forced to restart the level. The minimum requirement for how many robots to save is not met at the end of the level. Player Movement The player controls an avatar that moves in a 2D plane. When the player holds down a move key, the avatar accelerates before max speed is reached. When the player releases the move key, there is deceleration before the avatar stops.
The movement should be fluent and bare some resemblance to the real world, with acceleration and a different feel between being airborne and on the ground. If the avatar hits an obstacle it will bounce off it, reversing its direction and reducing the velocity. Size The avatar is smaller than the robots, allowing it to enter corridors that are only 1 cube high. This enables us to make puzzles where the player has to move ahead of the robots. (e.g. to activate switches). Camera The camera follows the players movement in a 2D plane, but should have a slight drag, to make it look more fluent. Jump The jump key accelerates the player upwards, allow- ing it to traverse 2 cubes vertically. At full speed, the avatar can jump horizontally across a 4 cubes wide pit. While in the air, movement acceleration is decreased, making it harder, but not impossible to change direc- tions. Robots When a robots encounters a 2 cube or higher obstacle it turns around and continues in the opposite direction. If the robot encounters a 1 cube high obstacle, it will jump onto it. Falling If a robot falls more than 9 squares it is destroyed. Collision Robots do not collide with each other or the player. If the robots have been clumped together, they will spread apart when there is room enough to do so. Movement The robots will follow a fixed movement pattern, depending on what obstacles they encounter in the world. When nothing is in front of the robot it moves forward at a fixed speed. This adds stress and timing elements in the puzzles. (e.g. save the robots before they fall in a pit or activate an ability at the right time) Abilities Modify The player can rebuild the robots or refit them with equipment that allows them to break their normal movement cycle. This part is essential to the puzzles and is what allows the player to bring himself and the robots to the goal. A key aspect is that abilities are limited, making it part of the puzzle to figure out what ability to use at what point during the level. It is important that the abilities are connected to the robot theme, to make the mechanics make sense in the story. Pickups Some levels will have pickup points,where the player can find a supply of a specific ability. This will allow for more control over the puzzles, by limiting the options for the player when the level begins. It can also be used to enhance the platformer element of the game. (e.g. the player has to traverse do a series of rapid jumps to to pickup a new ability and make his way back to the robots with it). Build stairs Lays out a cube in front of the robot, in jumps onto it and lays out another. Rinse and repeat 5 times. The Ability is disabled if the robot changes directions. This is a way of traversing gaps or getting out of pits. Platform Adds a platform on top of the robot, which a robot can hit to break a fall or the player can stand on. This allows the player to reach beyond the usual 2 cubes vertical limit with a normal jump. And can be used to save a robot from a fall without a lander. Abilities Dig forward Removes cubes in front of the robot until there is none left to remove or it hits an indestructible. The danger of using this can be digging outside the level or into a hazard. Dig down Removes cubes under the robot until there is none left to remove or it hits an indestructible. The danger of using this can be digging outside the level or into a hazard. Blockers The robot stops and act as a wall, effectively stop- ping other robots from continuing in that direction, while the player can still continue past it. The blocker is active for a fixed time. Each time the player adds one it stacks (e.g. the player adds blocker three times will consume three of the ability and the robot blocks for three times as long). When the time has passed, the robot continues in the direction it was headed when the blocker was applied. This allows some form of control over the robots while the player moves to a new position. Lander The robot fires a thruster before hitting the ground, saving it from dying from an otherwise lethal fall. This can be combined with diggers or stairs layer to take the robots to otherwise unreachable places. Environment Lava Instant death volumes placed in pits. This adds gameplay to both platformer and puzzle element, forcing the player to take a specific route or get creative in trying to traverse the danger. Shockers Will cause the robot to pause for a few seconds before moving on. Alternative variant of the shocker holds all robots and lets them out at a fixed interval. The player is not affected by these. This enables more control over timing based puzzles, resetting the space between the robots. It can also add a danger element if the shocker is placed beneath a crusher. Crushers Can be based on a timer or activated by a trigger. If the player or a robot is hit by one it will instantly die. This enables tim- ing puzzles or trigger based puzzles (e.g. the player has to run from switch to switch to let the robots through). Saws Will instantly destroy player or robot on touch. This hazard can add stressfactor (e.g. the robots are walking towards it and you need to save them) and give a platforming element to make it harder to move around the level. Environment Pit Unescapable pits can also be considered a hazard and will force the player to restart the level. The game encourages a trial and error method, therefore it is important to keep the levels relatively short, as to not force the player to go through 5-10 minutes of gameplay to get stuck on the same problem again. Triggers Can be activated by the player. These can have different effects, e.g. removing hazards, changing cube types, opening doors or altering the level in another way. This can give a timing element and add to the complexity of the puzzles. Out of bounds The player or a robot can fall outside the level if a robot digs through the outer wall or the bottom of the level. Falling below the level destroys both robot and player.