Story and Gameplay
There is a boy called Jimmy and him and his family went to the reptile
house. He wondered off and accidentally got locked into the reptile
house. The game is set in a reptile house. It is dark so the character has
a lantern to light his way around the house.
The aim of the game is to get the boy (your character) out of the reptile
house by finding the lost key whilst avoiding the deadly snakes and
plants. There are various different snakes in different parts of the reptile
house, making it hard to avoid them with the limited light you have.
There are lots of plants on the walls of the reptile house which when you
touch them your health bar goes down.
The reptile house is made up of different paths leading to dead ends and
doors. You can only see the ring of light that surrounds the character
given off by the lantern he is carrying. Timing is key as the snakes move
from left to right so you have to wait for the right moment to try and
pass the snakes without dying.
The stages of the game are the boy tries to find his way out of the
reptile house. The house appears like a maze so it is more difficult to
navigate his way around. The aim of the game is to retrieve the key that
will unlock the door leading him onto the next level.
The setting of the game is supposed to be scary and spooky. When its
dark the game looks more scary and more within the theme than when
its lit up.
As the player gets onto higher levels the game gets harder. The snakes
increase their speed making it a lot harder to get past them.
The whole point of the game is to find and retrieve the key that gets
Jimmy out of the reptile house. The key is hidden in the maze
somewhere and the player has to find it without being killed by the
snakes or hurt by the plants.
As the levels get harder the light given off by the lantern the character is
holding gets dimmer and smaller making it more difficult to see where
they are going. This also makes it harder for the player to play because
it is really difficult to see where the snakes are until you get really close
to them. This means that the characters life is more in danger because
hitting the snake is more of a possibility.
Because the pace of the snakes get faster with
each level it means the player has to be more
patient in waiting for the right moment to pass
the snake unharmed.
In a way the key is the only point system we
have in the game. If you find the key you
move onto the next level. There are no
existing objects the player can collect like points because the main point
of the game is to find the key with a little damage to the character as
Characters and controls
The player can control the character called Jimmy. He has been locked in
a reptile house accidentally. The player has
to help Jimmy get out of the reptile house
safely by dodging past the venomous snakes.
Another threat to Jimmy is the plants that
decline his health. The player will need to be
patient and careful in order to reach the next
level which will be harder and more of a
The player is able to move the character
round the maze by pressing the arrows. The
left arrow moves the character left, the right
arrow moves the character right and the up and down arrows move him
up and down.
The only real difference in the game is when you reach the next level.
The snake number increases making it harder to survive through out the
game. Another big difference us that when you reach higher levels the
ring of light that the lantern gives off will get smaller. This makes it a lot
harder to see where your going.
Through out the game the character
(Jimmy) can get his health
decreased. By touched the plants
his health will deteriorate making it
more difficult to reach the end of
Main Gameplay Concepts
If we are talking in terms of gameplay the gameplay is guide this young
boy to safety whilst avoiding the dangers set out in the game.
The game will be marketed as a platform, role playing game. Although I
believe we could market this not to young children, but more of the 16 -
24 year old range.
The gameplay is broken up into 10 levels. Each increase in difficulty as
you move through the game. How they increase in difficulty is that the
light on your oil lamp gets darker as you run are running out of oil. On
the the last level you only have 2 mins to complete the level before you
run out of oil and if you do you get eaten by snakes.
The gameplay is intelligently designed to get harder as it goes along.
However from looking at the interface you wouldn’t think that a game
like this would be so hard. Thats where this game sets itself apart from
Platform Specific Features
The game was originally
designed for iPad &
compatibility. With this in
mind we made a
directional arrow pad for the touch screen on both platforms. We
discovered that the speed of gameplay, required from the player, is a lot
faster to get past the snakes as they move faster than some people think.
We didn’t want to make the game that difficult so we decided to make
this playable on the computer platform only.
We removed the arrow pads after this as they took up room on the
Heads-Up-Display. Even playing this game on the computer is hard
enough, so playing on a mobile device would make it very hard indeed.
This early prototype version of the game shows the directional key pad
in the bottom left hand corner of the heads up display.
Baring in mind players would of had to press buttons simultaneously to
get passed snakes the keypad will be difficult to control
The gameplay takes
place within a
reptile house. The
10 different levels
represent the 10
within the reptile
house. The different
rooms will be the
meaning that they
will all enclose
However the design
of the rooms will change in that. They will all look different.
The 10 levels will harder with the addiction of more complex maze
designs. The levels as they progress will contain more corners more
walls, more dead ends. The snakes will also get faster in their cycles. The
story is that our character Jimmy is lost in this reptile house and he has
to navigate the 10 rooms in order to escape where his parents are
waiting for him. The levels make up part of the story of his re-uniting.
The following flow chart illustrates how a player navigates and
completes a level. As the actual game mechanics you use don’t change
through the game this chart can be used to describe the basic formula
for how you progress through.
Another thing that will factor throughout the game is the use of oil. The
longer you take to complete a level the more oil you will use. This will
leave you with less oil to navigate the next level. This is just another
mechanic which is designed to speed up gameplay and force the player
into competing at a better pace.
If you have the ability to work well under pressure then this will aid you
in completing the game but if you don’t then you will find this very
hard. The idea is for it also to get more scary as you get through the
We wanted to go for a nice polished look for our
game. We wanted to create something
that was reminiscent of animated
cartoons. This would give the game a
bold look to make it stand
images above show some of the art assets that we used for our game.
We liked the cartoon aspect of it. It makes the game look more
appealing. We were inspired by the look of Fez & Super Meat Boy. That
style we thought was the look of a professional game. We wanted to
emulate that.The following flow chart illustrate how one would navigate
through the interface.
Interface Part 2
We chose to have the arrow key pad (left,right,up & down) as the way
to control the character. We had this because to the new generation of
video games. The directional keypad is now the standard way of
controlling the directional movement.
The old way of controlling actors in video game characters, WASD, we
believe has been replaced due to the more simple and more literal arrow
With the introduction of the joystick into computer games, they
experienced a mass increase in popularity. However, when the time came
to make video games more portable, game designers wanted to to keep
the same simplistic controls of pushing a joystick in the direction you
wanted to go.
With this in mind they went with the directional keypad as arrow key as
they are understood by a wider audience of people from many age
ranges. This was to keep the momentum going in line with the increase
in video game popularity.
I wanted to create the soundtrack and FX from scratch no samples, just
me and a software synth. I thought the transposition of the snake bite
sample would fit the gameplay yet still remain original and
The main ambient track you hear whilst in gameplay is a 48 bar piece
of ambient electronic music which I wrote with a synth called MASSIVE.
The resulting music is chilling and deep, so in that respect I followed the
brief to the letter. I drew influence from Noisia’s music for the video
game Devil May Cry.
The feedback we received for our alpha test, seemed to to show no signs
of any problems with the controls. They all in-fact found the controls
quite easy and self explanatory.
The way the player interfaces with the game is all fairly, easy and was
designed so that people with even just a basic level of knowledge of
video games can just jump straight in and play. So in that respect the
difficulty aspect does not come from the interfacing aspect or controls but
simply through making the level design as hard as possible.
Mechanics & Power-ups
The game is 2D, played from a top-down or aerial view of a portion of
the reptile house, in which only a small portion of the screen is visible
around Jimmy due to the light
from his lantern. Jimmy must
navigate through the different
rooms of the reptile house. As
Jimmy reaches near the
boundaries of the map, the
camera moves with Jimmy to
avoid Jimmy leaving the
boundaries of the screen.
Jimmy can move on the X and
Y axis at one set speed and
the circle of light from the
lantern moves around with him. A number of snakes are found around
the map, moving back and forth along either the X and Y axises, never
changing their movement
pattern or their speed. The
poisonous plants are scattered
around the map and are
purposely positioned to make it
harder to navigate through the
corridors. They do not move.
You must dodge the snakes by
timing when to move whilst the
snake moves in it’s loop.
You lose 50% of your life if
you fail to dodge the snake, so 2 failed dodges will cause you to die
and to start again. Plants are easier to dodge as they do not move, but
there is usually little space between the plant and the corridor walls, so
you must still be careful when moving past them. Each time you hit a
plant, 25% of your life is reduced so if you fail to dodge 4 plants, or
maybe you hit a snake and then hit 2 plants, you will die and start
The exit doors initial state is locked, so if Jimmy finds the door without
the key, Jimmy cannot pass through to the next level. You must pick up
the key found within the reptile house to unlock the door and to progress
through to the next level.
The longer Jimmy spends trying to find his way out, the oil in his lantern
slowly runs out, meaning the circle of light it provides grows smaller.
However, oil can be found throughout the map that will replenish the oil
in Jimmy’s lantern, causing the circle of light to grow.
Through in-app purchases, you will be able to buy a number of power-
-Turn lights on (temporarily)
Enemies & Bosses
There are a 2 main enemies in Snake Escape, the poisonous snakes and
the poisonous plants, both have the ability to kill you. There is one
“super enemy” that appears in the last level, the Python.
- The Snakes
The snakes are the more deadliest of the 2 enemies. 2 hits of a snake
will kill Jimmy and reset the game, as one hit reduces Jimmy’s life by
50%. Snakes move along one axis only, either the X or Y axis. they
move 3 times slower than Jimmy, allowing Jimmy to be able to dodge
- The Plants
The poisonous plants may seem less threatening, but if you are not
careful, they will drain your life by 25% each time you touch them. The
plants are intentionally positioned in narrow corridors so Jimmy must be
careful when moving past them.
- The Python
The Python is the “super Enemy” that only appears on the last level
of the game (the last level is the Python enclosure). The Python is twice
the size of a normal snake, and twice as fast. One hit from the Python
will kill you. The Python’s movement patterns vary, which make them
harder to dodge.
Cutscenes, Bonus Material, and Comps
There are cutscenes at the end of each level. They allow you to either
return to the main menu, level select or start the next level. The menu
screen at the start of the game will also allow you to select a level. There
will be a small animation as to how Jimmy became stuck within a reptile
house at night, also at the end of the last level, a small animation will
show Jimmy reunited with his family.
Bonus material will be available through in-app purchases. If you are
stuck on a level, you will be able to skip it for a small fee. You will also
be able to buy a special power-up that when you activate it, the lights in
the reptile house turn on for 3 seconds, allowing you to have a good
look at the design of the maze to help get through it, also to reveal the
location of the key. DLC may be available as well, such as new maps or
even new enemies.
The competitors for Snake Escape will be games which fall under both
the horror genre and the puzzle genre. The target age range will be 7 -
18 years old, as the cartoon style graphics and the horror aspect of the
game isn’t very graphic young people from the ages of 7 will be able
to play. However, the scariness of the game may attract people up to 18