Story and Aesthetics - cyber-squid/boss-rush-gdd GitHub Wiki


This section covers everything to do with the game's story, aesthetic and visual design, and character writing and interactions.

Topics include:

For more visual elements and descriptions, see the Concept Art section to see illustrations.
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Visual Design, Audio Cues

Animations

In a platformer, effective and visually distinct animation is essential for communicating action and flow in the game, especially player movement and controls.

Story Overview and Progression

-the boss has just been raided and ransacked for the 64th time at the start of the game, the in-world explanation for the boss finding minions and special items being that the hero laid waste to the minions while making their way there and made off with a bunch of items while making a hasty escape. -the in-world explanation for the hero being encountered in levels and travelling round the world map is he is trying to retrieve items he dropped while heading back home. -the items are important to the boss as they grant him his power, the first items recovered is an amulet which allows him to semi-possess a willing minion of his, though only for up to a minute.

Characters

Dialogue and Character Interaction

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