LUXDRIVE EX
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LuxDrive EX is a side-scrolling action platformer in which you play as Lux, a courageous horticulturist-explorer, rebuilding and restoring regions back to their sustainable practices for animals and people to enjoy.
This demo was created and developed to participate in the Day Zero Games: SOLARPUNK JAM hosted by Trevor Noah's Day Zero Productions and Anima Interactive, and sponsored by Cinereach.
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Title: Day Zero Games: Solarpunk Game Jame
Dates: April 22 - May 11
Theme: Solarpunk
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Pixel Artist
Game Designer
GAMEPLAY
DESIGN CONCEPTS
In this section, I will discuss my design concept through perspective of a player which includes, game mechanics, enemy behavior, and progression.
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Ensure Different Abilities Are Clear: A small bullet shot should not visually appear similar to charged bullet shot. This applies to all the abilities the player has access to. To ensure the player see’s there is a benefit in damage and using this ability, show this to the player visually.
Casting and Speed of Abilities: Increase ability expression to ensure a fluid experience.
The Player Experience
WHAT INSPIRED THE GAME
POSITIVE ACTIONS: Designing an action-platformer that focuses on positive change was important. In a way, this game jam challenged us to explore the intersectionality of the themes within Solarpunk and the platformer genre, through positive actions.
PLAYER CHOICE: In relation to the theme of nature, technology, and harmony, we want to empower the player to act and be decision makers. In this platformer, the player has choices and can take action to change what is around them. The player can restore and heal creatures (using the Nanites in her Tech Gloves). Once creatures are healed, it will result in the aspirational outcome of helping cure the creature as well as for plants to grow.
VISUAL IMPACT: Leaning into the theme of potential futures, this demo helps illustrate for audiences the possible consequences of different climate change scenarios by depicting outcomes. For example, “The Rust Belt” region symbolizes overfarming (overcultivation) and the results of excessive farming practices. Visually, the player sees the agricultural land which led to soil degradation.
THE GAME LOOP
1.) Player is informed that they must save the The Rust Belt > 2.) Player must heal or dodge enemies > 3.) If they player heals (shoots) at the enemy, the enemy will go back to its normal form and be saved > 4.) Player must defeat boss > 5.) Player turns on machine to save the region.
PLAYER SKILLS & ACTIONS
BASIC ACTIONS
Running: Player can move quickly.
Jumping: Player can leap into the air.
Bullet Shot: A range attack that does one-ping damage.
SKILL ACTIONS
Charged Bullet Shot: A empowered range attack that typically will 1-hit K.O an non-boss enemy.
Jump Slam: While in the air, player can slam down and cause damage to the enemy.
BOSS SKILLS
SKILL
Bouncing Barrels: Summons hay barrels from one side of the map and when hit, causes damage. The wind also makes it harder for the player to move on directionally.
Knock Back: Slams the player back whenever they are too close to the boss.
One Zillion Zephyrs: The boss begins channeling and summons several tornados that bounce off the ground and walls.
Dash Dust: The boss turns into a tornado and dashes across the map.
The Game References
WHAT INSPIRED THE GAME
MEGAMAN: From running to dashing, and from jumping to a charge shot abilities, Mega Man served as an anchor for this video game.
KEY DIFFERENCES: While Megaman served as a key inspiration for our game, our key differences is philosophy of the game we developed. We sought to create a game that had positive actions in the everyday combat. As such, whenever a player “defeats” an enemy, they are in fact healing and cleansing that monster. Once healed, the turn back to their normal form and visually the player sees this.