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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.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
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.	
  	
  

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Squidiverse - Beat chart

  • 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.