What should our current project be called

PROJECT 112

The first game and upcoming hit from ZAFKATAPT


Synopsis:
Project 112 is an action based 2-D sidescroller, where the player takes the role of Test Subject - 112, who has been the unwilling victim of the inhuman genetic experiments inside the evil corporation Bloated Organism Designs. Now, you have the chance to break out of your prison, fight through five challenging levels, and make your escape!


Characters:


Test Subject - 112:  (TS-112 for short)
         The Starting character, whose 
         exposure to evil genetic experiments 
         have given him Pyrokinesis








Test Subject - 047: 
         CLASSIFIED

Test Subject - 235: 
         CLASSIFIED

Test Subject - 381: 
         CLASSIFIED

Mechanics:
The only true goal of the game is to get to the end of each level, and the only level that requires the player to fight is the Final Boss. But the layout of the levels will be more combat-based than a true jumping platformer. There will be pitfalls, platforms, and obstacles, but the core gameplay experience comes from fighting the enemies and destroying/exploiting inanimate objects for alternate paths. Ideally, this would promote the idea of upgradable and/or additional obtainable attacks, but as developers, we have our sights set on currently making only one attack work well before trying to outdo ourselves.

For the player character, we plan on a health bar/hit point method; where 3 or 5 (depending on where we feel the balance needs to be) hits (hits being enemy/projectile/trap collisions) will kill the player. Pitfalls will be instant kills. Enemies will also have the same system. Easy enemies will die after one hit, while an advanced enemy may take up to five. The Final (and only) Boss will have a health meter on screen, but can take much more damage than normal enemies.

In regards to levels, all of them will fit into the classic (if cliché) "Escape from the Evil Lab Complex" theme, but through their art and gameplay, they will hopefully feel unique to each individual level. The player will be able to navigate backwards and forwards through each level, but will be unable to visit already completed levels without restarting. Each levels will contain items, consisting of (but not necessarily limited to) health packs, destructible objects, and indestructible objects. We hope to implement character-specific destructible objects,  but that depends on whether we have the time to successfully implement the bonus characters.





Prospective Goals:
-Unique Bonus Characters
-Achievable Upgrades and Temporary Boosts
-"Performance Trial" Mode