Please Mind The Closing Doors
Game Link
https://drive.google.com/file/d/1taabrNXRMzRmDjzQ9yDMdOiSTiVScFfA/view?usp=drive_linkÂ
Expanded Concept & Design USP's
To take Flappy Bird, swap out pipes for closing doors, and make it that bit different by designing it for portrait orientation, and include power-ups, all wrapped in a comical (and timely) theme of a businessperson trying to dodge closing train doors on their way to work, after all; who didn't miss getting on a packed train in the early hours of the morning on their way to work in a pre-COVID world?
Overarching Design Problem (from testing)
Flappy Bird punishes players for not tapping (you fall and die). A vertical drop without tapping, depending on factors such as player speed, door spawning speed and door closing speed, can benefits players (you can rack up serious points by just watching your avatar drop!)
How That Problem Was Tackled And Overcome
I created different door types, each with variable spawning positions (an offset away from the player) and closing speeds. This ensured players understood the aforementioned door variables meant tapping was a necessity in not getting hit. Players are given points when passing a closing door without getting hit (faster closing doors yield higher score points).
