2D Mobile Game Like Crash Banticoot

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6 comments, last by shadowstep00 9 years, 10 months ago

It has been 2 weeks since I have started developing a 2d platform game for android with game maker. (I'm doing the programming,sound and my friend the art).

I really really loved the crash banticoot games for their gameplay and sense of humor.

So the game's gameplay is almost identical to crash banticoot games (expect this time it's 2D).

This core gameplay elements will be:

Player Movement

- Jump (there wont be double jump, at least on the first levels - first release)

- Attack (should he spin like Crash? I want to avoid making the game too much of a copycat. Any suggestions will be very welcomed!)

- Duck (when the player ducks he wont be able to move)

Most Enemies will get killed

- When the player jumps above them

- When the player attacks them

The player will collect some kind of fruit (maybe yellow grapefruit).

100 fruits == 1 life

Boxes:

- Fruit,Life Boxes

- Bomb Boxes (touch them and get killed)

- 1 Time Touch Bomb Boxes (allow you to touch them only once before they explode)

The first "difference" in this game in comparisson to crash games.

Power Ups inside levels that will make you :

- Run faster

- Jump Higher

- Improved Attack

I'm thinking abot making 7 levels and 1 boss fight at first release.

I would like you to give me some suggestions about what gameplay improvements can be made in order to create a more fun game that will also distinguish itself from the crash banticoot games.

This is how the main character looks. 2nhkia8.png

Thanks in advance!!!

Failure is not an option...

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I really don't think you need to bend over backwards to distinguish yourself from Crash Bandicoot. Being on a touch device and your own art, you're already different. Instead focus on distinguishing yourself from the other games that are on the market now.

Is this going to be like an endless runner? Is it sidescrolling (ala Canabalt) or from behind (ala Temple Run)?

No it's not going to be an endless runner game.

It's sidescroller. It will have "Worlds". Each World is going to have 7 levels and 1 boss.

The first release is going to have 1 world. (If it goes well I will add more).

Failure is not an option...

sounds good I love those type of games in mobile devices good luck!

teaching myself game development for android smartphones

My advice is to make sure the controls are touch-screen friendly.

Your game will be a lot more fun if you can restrict your controls to a move left button and move right button for the left thumb, and an absolute maximum of two action buttons for your right thumb (jump and attack presumably).

IMO, any more than that, and you're not designing a platformer for the target system properly.

Yes, my first concern was to create a game that has touch-screen friendly controls. The controls are going to be exactly like you said. The only difference might be if I decide to make the player duck. Then I will have to add one more button (move down stick). I will see if it is still convenient and make my decision.

Failure is not an option...

I can't believe people are telling him to keep things the way they are, when it's pretty obvious he should probably change things up a bit in the concepts to avoid an almost straight Crash Bandicoot clone...

I can't believe people are telling him to keep things the way they are, when it's pretty obvious he should probably change things up a bit in the concepts to avoid an almost straight Crash Bandicoot clone...

That's why I actually posted here in the first place :P . I would like you to give some suggestions on what can be changed in the design. :)

Failure is not an option...

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