#Making Ideas

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prisma lark
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  1. A level where you have to avoid the security cameras from catching you while stealing the shiny gem to complete the level.
    The level environment is a museum of ores and collectibles.
    There will be cameras that rotate around random directions using the advanced follow and the random trigger.
    If you get caught by a camera but you leave within 0.5 seconds, the camera which caught you will be in an alerted state where it suspects you that you're a robber and will put other cameras within a 20-block radius in an alarmed state as well. The alarmed state initially lasts for 10 seconds, but increases by 5 seconds each time you get caught. If you get caught again but the camera which caught you is still alerted, you will die and teleported back to the start, no checkpoints, no lives system, straight to the start. Another thing to consider is that the gem will actually make you slower so it'll be more harder. Conclusion: You have to finish the level while carrying the gem and no cameras catching you
  2. Difficulty portals and orbs: Instead of the level having a static difficulty, there will be orbs of the usual difficulties (Easy, Normal, Hard, Harder, Insane, Demon etc.) in which when you activate them, the level gameplay changes accordingly. For example, if the current difficulty is Demon but you go through a "Harder Portal", some spikes will disappear, the level will become easier overall etc. The same applies for vice versa, the more gap between the difficulties, the more the difference
  3. A McDonald's shop (for platformer levels), there will be a place where a McDonald's shop will be located, that shop will sell big macs and potions which prevent you from dying where you would die within other circumstances. The burgers can be bought with collectible coins, that are placed across the level
  4. Drillable Crates: There will be crates across the level where if you break them, you'll recieve keys and collectibles, some collectibles are required to pass some stages while others contribute to you getting some user coins, the drills themselves can be found as collectibles in various places and their effect last permamently until you actually break a crate
  5. Sliding spikes on slopes: There can be a stage in a level where it's main gimmick are sliding spikes on slopes, this is a reference to Donkey Kong and is inspired like that. Also a thing to consider is that the slopes will be extra slippery as well. So, in conclusion: you'll have to climb slopes while jumping over spikes that slide towards you in ultra fast speeds, and all that while avoiding yourself from slipping down
  6. Checkpoint Diskettes (for platformer levels): There will be some Diskettes scattered across the level. Normally, if you have no Diskettes collected, you will die and teleported to the start even if you've activated checkpoints, while the opposite is true if you've collected a Diskette, if you've actually have Diskettes collected, 1 Diskette will be used to get teleported back to the last activated checkpoint instead of the start. Also a thing to consider is that the Diskettes won't reappear again since you've collected them unless you run out of them and get teleported back to the start
  7. Cameraman duals: If you go into a dual portal, one cube will start going on it's own in 4x speed and the other cube will be the cube you actually control, your objective is to control the cameraman and make it so the player is constantly within the camera's boundaries, if the non-controllable player exits the camera's boundaries, you lose, and you do all of that while trying to not make the cameraman die
  8. Day-Night system (intented for XXL platformers): In those platformers, time will pass like in the real world, where each 10 minutes it goes night and another 10 minutes to go into the day, while in the night, you'll have limited vision and it'll be way harder to see
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  1. Stun lasers: When you get hit by those lasers, you'll be unable to move for 5 seconds and more vulnerable to enemies