Core Mechanics 

Water Resource Management 

Design Intent: 

The water resource mechanic reinforces the game’s theme of the water crises through strategic decision-making and implementing scarcity. This mechanic adds tension to the game by requiring players to plan their actions before they act. 

Functionality:  

  • As seen in the image bellow the player has a water bar with five uses. Each bar gets depleted upon using a water-based ability (See the Player Ability section for the different abilities) 
  • Water refills are limited in order to mimic real life. Each refill location are usually located at the start of the level, this is to ensure players are aware that they need to strategically manage their water to progress through both the exploration and the puzzle section 
  • Within these sections the player must decide on the utility of the water, whether it be for survival (i.e., diverting, slowing enemies) or using it to progress to the next section (i.e., activating machinery, panels)  

Example of this mechanic in-game: 

  • To enter the puzzle area the player has to out maneuver the enemies without using any of the weapons abilities so that they can fire an ability to activate the panel, for example the slingshot would be used to fire a water pebble to fit a panel out of reach of the player. 
  • Too stop the fire in one of the puzzles the player must extinguish the fires in a set period of time using the remainder of their water, if they don’t have enough water they must restart the level. 

Main fail state: 

  • If the player completely uses all their water (If there water bat is empty) but requires a water ability later on in the level it is an automatic fail and they player gets transported back to the nearest water refill area. However, if the player has no more immediate need for the water abilities, I.e. they’ve activated all the panels in a section and only need to complete the maze, the player can continue and try their luck at out maneuvering the enemies without the help of their weapon.

Perspective Switching 

Design Intent: 

One of the more unique game mechanics that I’ve implemented is the perspective-switching. This allows for front-on perspective and a birds-eye perspective which creates a more variety and in depth levels. The front on perspective is mainly reserved for completing tasks to be able to complete the puzzles in birds eye view.  

Functionality: 

  • Front-On View: This is for the platforming side of things where players have to dodge hazards, activate panels, turn water on / off and complete other tedious tasks to allow them to attempt the puzzle area 
  • Bird’s-Eye View: Birds-Eye view is exclusively reserved for solving the levels puzzles, these include planning routes, managing water pipes and tend to require water abilities to complete  
  • Transitions between these perspectives occur between different areas throughout the level. 

Examples in Gameplay: 

  • Front-On View – need to turn off the water supply so that in the puzzle section you can adjust the direction of water flow and fix the leaks in the pipes 
  • Birds-Eye View – Need to navigate a maze whilst avoiding enemies along the way in addition to putting out fires throughout the maze 

Player Abilities 

Player Movement: 

  • Running, jumping, and climbing in both perspectives  
  • To help the player out-maneuver enemies they can roll in any direction in both perspectives 

Interaction: 

  • Players interact with levers, consoles, and panels through pressing, pulling, pushing, and turning actions. 

Weapon System: 

As players progress to new areas they unlock a new regional-specific weapons: 

  • water sword (Londinium)  with every swipe of the sword it unleashes a wave of water, this creates a ranged attack that pushes back enemies whilst also being able to activate panels, switches and buttons. 
  • water sling shot (Nefarun) – launches water pellets at enemies which slows them down 
  • water fishing rod (Bayonara) – Once you throw out the fishing rod, you have a couple of options; it can be used to activate things, grab things from a distance, it can create a wall of water (this occurs from point of it being throw to where the line lands) The wall appears after the fishing rod is retracted, this will then divert enemy movement. 
  • snow launcher (Andemara) – This simply launches snowballs to activate out of reach sections and also freezes enemies temporarily.