1. Coffee Run
Designed by
Chalkboard Cosmos.
For PC and Mac
“Fun for all ages, from young adults to young pensioners.”
Age Rating: 12+
Shipping Date: TDA
#CoffeeRun
9. Mechanics & Power Ups
A mechanic we have used would be the air vent as you can see above in the picture. The
air vent was an unusual idea, however is great because it makes the little guy float up onto
the crates away from the enemies. We feel it’s a great way to get the players interested
and I liked how we thought out of the box, than using a boring staircase, which was our
original idea. We also used our song choice as the sound effects when Theodore dies, the
reason is because we want to let the player know what has happened to Theodore and we
done this by having a spilt coffee cup appear when he dies, then you have to start over
again.
Finally the best mechanic I feel we have created would be the crates. They are a great idea
to get the character to move them and jump across in a unique way each time, but the fun
really starts when the crates break apart from each other so the character has to quickly
get across. The mechanics were easy to think of, on the technical side because there are
fewer rules and behaviours integrated for their movement so it was easier. The crates
also link in really well with the city theme and I am pleased they work efficiently
throughout the game. Unfortunately we didn’t include any power ups, because we
concentrated on the mechanic side and wanted the coffee run game to be more like a
traditional obstacle course, with a prize at the end.
10. Our Replacement of Enemies
The player will face no traditional enemies throughout the Coffee Run game. Just obstacles
and nuances. the first step is to avoid a crowed of people at the start and they are
considered enemies because if you touch them you will die and have to go back to the
start. The interesting tactics of the Enemies is that they don’t look evil, they are just
dressed casual for work, so they blend in with the whole city theme and I believe with
them there its gains more thrill, of the unexpected and not realizing they are your enemy.
The obstacles above carry the same satisfaction of any other gameplay that may include
actual enemies. The obstacles were chosen over having enemies because they fit into the
story of our character, and didn’t need an introduction.
There are plenty of benefits of having obstacles instead. One of the benefits of the
obstacles is that the player can choose how to approach the obstacle, free from worry of
attacks. Another benefit would be that the player can also use some obstacles as tools to
create paths or to transport themselves.
Each obstacle has it’s own challenge, for example the crates fall apart as you cross over
them and the challenge is to quickly jump across to get to the finish line before they break
apart, if you fail, Theodore falls and the player is given the chance to try again or return to
the menu. This is a great replacement of ‘Enemies’ because it adds more free will and
pressure to plan - and then win.
The only boss we have considered would be Theodore actual work boss who expects the
coffee at the finish line, on top of the nightlife building.