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welcome-to-your-mind's Introduction

Welcome to your Mind

Sobre o Jogo

Welcome to your Mind é o projeto de um jogo e que está sendo desenvolvido por integrantes do USPGameDev.

Trata-se de um jogo de plataforma, de um jogador, e que aborda temas relacionados a distúrbios psicológicos, como a depressão, o T.O.C. e a ansiedade.

Integrantes

  • André Ferrari Moukarzel
  • Carolina Moutsopoulos Macedo
  • Caroline Favret Ramalho
  • Lucas Dário
  • Rodrigo Kagan
  • Victor Domiciano Mendonça

welcome-to-your-mind's People

Contributors

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welcome-to-your-mind's Issues

Ladders

The player should be able to climb the ladder (via interaction).

Also, add a button switch to activate the ladder.

Level Selection Room

A central room where the player will be able to select the level he will play.

Intro for TriggerBad

Actually uses TriggerTutorial, since the shake mechanic is not very intuitive. Used for teaching the Player how to get rid of TriggerBads

Non-boss Octopus

Should follow Player after entering its puzzle room and shoot TriggerWaves at it.

Boss - Octopus

The Player enters a large corridor, where some eventTrigger causes the Octopus boss to show up from where the Player came, leaving the Player with no chance to backtrack.

The Octopus follows the Player - while attacking him - through horizontal and vertical corridos whilst destroying it's own tentacles.

The beginning of the level should introduce the player to the easy/bad exit. If the Player goes through the level and complete all it's challenges, the hard/good exit will be unlocked and the Boss defeated.

Depression Boss

Boss that finishes the first world.

  • He drops "Gotas" and throw "Encostinhos" in player's direction.

TriggerWave

A wave of BadTriggers. Moves collectively in one direction, and has smaller detection area then regular BadTriggers, to keep the mob mostly together.

Generic Enemy

A generic enemy used to implement the different kinds of enemies faced by the player.

Encostinhos

Enemy that belongs to the first world.

  • Must stick to the player and slow him down.
  • When X Encostinhos hit the player, it dies.

Gotinhas

Enemy that belongs to the first world.

  • They fall from the roof and deal damage to the player.

Spawn for TriggerGood

Spawns TriggerGood so player can get a jump, and if player SPENDS THE JUMP respawns them again after a set time, so player doesn't get stuck in a section where jumps are needed just because they missed the jump the first time.

Jump mechanics

Player should get a temporary jump after absorbing a TriggerGood

Intro for TriggerGood

Teaches the Player that TriggerGoods are not lethal like TriggerBads, and grant a jump when absorbed.

Basic scenery

Bare minimum needed so we can stop using Godot's icon as everything.

  • Floor
  • Wall

Intro for Octopus

Simple puzzle with non-boss cctopus, where Player need to hide under platforms so as to not get hit by Octopus' TriggerWaves, and wait for the Octopus' cooldown to advance into unprotected regions.

Teaches basic Octopus mechanics that will be used in other stages and the boss.
Teaches that TriggerBads die when colliding with walls

TriggerGood challenges

  • Basic
    Easy puzzle based on the mechanics to get players familiar with them.

  • Intermediate
    Harder puzzles that introduces new skills, but with light punishment.
    In this case, would probably involve midair jumping by catching a TriggerGood mid-jump.

  • Advanced
    Harder puzzles where mistakes can mean death. May introduce elements from other challenges.

DeathPit

A hole that kills you if you fall in it. Also there should be some sort of visual indication that it's letal.

Create checkpoints

Player should be respawned after the nearest completed section of the level after death

PressurePlate

A button that is activated when player steps on it. Versatile tool for level design.

  • Mechanics

  • Visuals

Mãozinhas

Enemy that belongs to the first world.

  • They come from the ground and pull the player down.
  • Little hands that holds down the player.
  • The player can break free by pressing the directionals X times.

Trigger Mechanics

  • TriggerBad

Sticks to Player and kills if not released by "shaking"

  • TriggerGood

Is absorbed by Player and grants him a one-use-only jump

  • TriggerWave

Piledrives Player into submission like the bitch he is for getting hit by it

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