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The Adventures of fab rick

A platformer made for the Buddy Up Jam Winter 2023

Time scale - Jam ran from February 13th - 28th but worked on for 1 week
Team Size - 2

Role: game designer

Software used:

  • Photoshop (rough level plans)

  • GitHub

  • Unreal Engine 5 

  • Asesprite

  • Miro

  • Word

Responsibilities:

  • Researched platformers

  • Consider weapons, enemies and gameplay mechanics

  • Design levels that implement the USP mechanic in an understandable way

  • Source sounds

  • Create the levels using Paper2D tile maps and place enemies, checkpoints, obstacles etc

  • helped minimally with some pixel art

  • Implemented tutorial elements into the level

Overview:

This project was my first attempt at a platformer since Escape Goat in the first year of my university, which enabled me to feel a tangible growth in design decisions.

It was made during the midst of a busy time at university, so it many desired features were not implemented, such as a boss battle.

The USP for this game, is that the character can fire toffee apples, which act as a temporary platform for them to jump on. This heavily influenced the design and in level 2, where it was introduced, the level slowly encourages the player to use it in different scenarios, before they have complete freedom in the "playground" area, where they can shoot and traverse however they please

I greatly enjoyed platformer design and now have a much deeper appreciate for the nuances involved with creation.

Though, due to the damage system being implemented late and enemies dealing extremely heavy damage, the level could have more cover to counter that, as I believe on of the most fun areas in the game is from the image below:










This acts as a soft tutorial which synergises the previously learned toffee launcher tactics and introduces its usage to combat.

Unfortunately, the final boss room did not have as much covers and toffee apple traversal options, which it would have benefit from.
Furthermore, the players do not know the limitations and nuances of the dash jump mechanic as well as I do, so one particular area could have been more forgiving.

 

But overall, I believe Fab Rick has some strong ideas with lots of potential to expand upon. It has made me want to design more platformers and I am open to the possibility of expanding upon this in the future.

FabRickRoom.png

Game trailer

Game playthrough

Images:

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