1. Level/environment
name:
Water
Planet
(Level
1)
Time
of
Day:
Day,
as
it
makes
the
level
bright
and
vibrant,
getting
across
the
fun
tone
of
the
game.
Story
Elements:
Squid
goes
on
a
quest
to
find
his
long
lost
father,
who
was
kidnapped
by
the
evil
King
Crab.
Progression,
game
play
focus
of
the
level:
Player
must
find
all
the
3
clues
hidden
through
the
level,
in
order
to
complete
it.
Estimated
playtime
of
the
level:
Around
3
minutes
(clean
run
through)
–
If
each
clue
takes
about
a
minute
to
collect
and
there
are
3
clues.
5
minutes
-‐
allowing
for
deaths.
Colour
scheme
of
the
level:
The
level
has
two
colour
schemes
that
tie
together
and
complement
each
other:
Red
and
Blue,
and
Purple
and
Orange.
Red
and
Blue
is
used
mainly
in
the
background.
Whist
the
blue
is
calming
and
reflective
of
the
sci-‐
fi/underwater
theme,
the
red
pops
out
against
the
blue.
The
red
can
be
used
to
identify
dangerous
areas
or
important
elements
in
the
environment,
e.g.
red
buttons
that
activate
events.
The
Purple
and
Orange
is
used
for
the
character
design.
Using
a
different
scheme
makes
them
stand
out
from
the
background
and
become
more
noticeable,
however
the
colours
are
really
just
a
shift
of
the
first
scheme,
purple
being
from
blue
and
orange
from
red.
Orange
and
Purple
together
looks
fun
and
wacky,
so
getting
across
the
vibe
we
want
out
of
the
game.
2. Enemies/bosses
introduced
and
used:
Crabs,
Octopi,
and
Whales.
Most
enemies
are
simply
patrolling,
which
makes
them
perhaps
more
like
obstacles.
The
crabs
pace
back
and
forth
on
a
set
spot,
whilst
the
whales
pass
by
a
tight
spot
every
few
seconds,
with
the
player
having
to
sneak
through
a
gap
in
the
pattern.
The
Octopi
will
be
more
aggressive
and
run
towards
the
player.
Mechanics
introduced
and
used:
Rock
throwing
–
Squid
and
throw
rocks
in
the
direction
he’s
facing.
This
mechanic
can
be
used
to
kills
enemies
and
also
solve
environmental
puzzles
e.g.
throwing
a
rock
at
an
out
of
reach
button
to
activate
a
hidden
platform.
Hazards
introduced
and
used:
Water
bursts
that
periodically
rise
and
fall
between
platforms
are
a
key
obstacle.
The
player
has
to
wait
for
a
free
gap
in
the
cycle
to
jump
over
them.
Power-ups,
new
abilities,
weapons
or
gear
introduced/unlocked:
The
level
will
have
no
power-‐ups
or
new
weapons.
The
Squid
character
stays
the
same
across
the
game,
staying
at
the
same
power
level
and
keeping
the
same
mechanics.
It’s
the
environment
that
changes,
introducing
new
puzzles
or
enemies,
that
the
player
must
overcome
using
those
same
core
abilities.
Treasure
amount
and
type
the
player
can
find:
The
main
treasure
to
find
are
the
gold
stars
scattered
through
the
level,
which
control
the
player’s
score.
The
three
clues
could
be
counted
as
treasure,
but
they’re
more
of
a
goal;
needed
to
complete
the
level.
Bonus
material
found
in
level:
None
Music
Track(s)
to
be
used:
Music
plays
throughout
the
level,
and
is
in
the
style
of
an
up-‐beat
8-‐bit
track.
The
music
never
becomes
too
dramatic
or
dangerous,
maintaining
a
bright
and
friendly
feel.