Fenestra is a 2D puzzle platformer that uses death as a gameplay mechanic. Players control an old man who awakens in two parallel worlds and must solve physics puzzles by manipulating his environment and finding ways to die in order to overcome obstacles and progress between the worlds. The game explores themes of mortality and permanence through its mature narrative and challenging puzzles that require reasoning through multiple realities to unlock doors and progress through each level using items and switches that persist across worlds.
This is a new saga of First Person Gunner Trigger zombie Battle game !
Link:- https://play.google.com/store/apps/details?id=com.gamaxgames.gunnerzombibattle
Western Fantasy MMORPG,2.5D Graphic
Eight featured systems,Camps, Dual Talent Branches, Charge Skills, QTE Skills, Supreme Talisman, Adventure Instance, All Server Communication, Perfect Interaction
Grand Background Story,Complex and Fast-changing Force Relations
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
This is a new saga of First Person Gunner Trigger zombie Battle game !
Link:- https://play.google.com/store/apps/details?id=com.gamaxgames.gunnerzombibattle
Western Fantasy MMORPG,2.5D Graphic
Eight featured systems,Camps, Dual Talent Branches, Charge Skills, QTE Skills, Supreme Talisman, Adventure Instance, All Server Communication, Perfect Interaction
Grand Background Story,Complex and Fast-changing Force Relations
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano.
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
1. Lost Pigeon Studios presents
fenestra
High Concept Statement
Driven by guilt, an old man takes his own life, but re-awakens in a strangely familiar
land. Using your power over death, solve puzzles to guide him on a journey between
two worlds and help him discover a reason to continue living.
Features
• Master death and make it your tool to travel between parallel worlds
• Manipulate your environment to solve physics puzzles
• Immerse yourself in beautiful settings contrasting in both art and music
• Unravel an intriguing plot spanning two eras
Overview
Player Objectives
The player must find specific ways to die in order to overcome obstacles in the
two worlds and reach the exit to each level.
Genre
Fenestra is a 2D puzzle platformer.
Competition
Shift - Both games utilize a two-worlds mechanic to solve puzzles. Fenestra is
unique in that the worlds exist in the same spatial position, and the player
cannot traverse them at will.
Super Karoshi - Like Fenestra, this game also inverts the traditional paradigm of
avoiding death. Our game uses death as a mechanic, whereas in Super Karoshi
it is simply the end state of each level.
2. Selling Points
Unique multi-world modality - Reason through multiple realities to solve each level.
Mature Theme - Explore thoughts and questions about mortality and permanence.
Challenging Puzzles - Use items that persist between worlds, switches that unlock
doors, and poison that causes death after a set time.
Design Goals
Accomplishment - Players should be challenged by puzzles, and feel
accomplished when they find a solution.
Aesthetics - Game visuals and sounds should be unified and aesthetically pleasing,
but distinct between the two worlds in the game.
Player Mode Sketch
The sketch to the right illustrates what the
player sees in a sample level immediately
before and after being killed by an enemy.
The player begins at the left edge of the
bottom world, and must reach the exit by
dying at the right edge of the alternate
world. This example involves luring an
enemy so that it kills the player in a
specific position.