Time Intruder
Time Intruder
This game is a collaboration of Hong Kong, Finland and Russia in the summer 2015 for the indie game contest submission. We were a group of 4 finishing the whole game from concept to fully-function release in 2 weeks.
Skill demonstrated
Game Design
Level Design
2D Game Art
Programming
Duration
2015.08
Indie Game Contest 2015 Submission
Indie Game Contest 2015 Submission
Poki, Chan Po Ki
Game Designer, Level Designer, 2D Artist, Programmer
Jukka Holopainen
(
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Jukka Holopainen
(
)
Game Designer, Programmer Lead, Narrative Designer, Level Designer
(
)
(
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Award
2019
Best Music Award
The Hong Kong Game Development Association
2019
Gold Award (Student Group)
The Hong Kong Game Development Association
2018
Best Student Work Nomination
China indie Game Alliance
About The Game
This is a 2D stealth platformer with slight puzzle and action element. The story sets in an era where space/times chase is possible. The player controls the protagonist who is under arrest of Space Police force. The protagonist needs to hide, dodge and run to get rid of the attack and chase. His ultimate goal is to look for electric supplies everywhere and collect them for fueling his spaceship.
Video
Videos
Feature
Time Intruder Walk-through
September 8, 2015
Playlist
Game Prototype
Other Deliverables
Media Coverage
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Development Document
Case Study
Background
Keywords
Research Questions
Research Methods
Observation
Reference materials for Observation
Findings
Reference materials for Research
Insight
Design Goals
Design Process
Design Decisions
Mechanics
<text-colour-orange>Stealth Tactics <text-colour-orange></text-colour-orange></text-colour-orange>
Some of the AI enemies are set to have poor vision to allow the stealth tactics being successful and hence create a good sneaking experience for the player. Below are some of the tactics.
Level Design
Each level is designed to train specific skills which would be needed to exercise in a strategic mix in order to win the final level.
<text-colour-orange>Tutorial: Basement<text-colour-orange></text-colour-orange></text-colour-orange>
<text-colour-orange>Hot air balloon flock<text-colour-orange></text-colour-orange></text-colour-orange>
<text-colour-orange>Military hospital<text-colour-orange></text-colour-orange></text-colour-orange>
Challenges
Iterations
Reflection
The to-be-improved are listed as follows:
<text-colour-orange>Roguelike algorithms<text-colour-orange></text-colour-orange></text-colour-orange>
This current version may be bit too easy and hence sometimes boring. Roguelike map generation would create excitement by changing the map to challenge against the player's playing habits.
<text-colour-orange>Level Design<text-colour-orange></text-colour-orange></text-colour-orange>
New platform ideas:
- Slippery/Sticky floor
- Speed-up/ Slow-down passage
- Invisible platforms
- Teleport spot
- Anti-gravity platform
- Trampoline
Additional Discussion
Aspects which are not covered in this break-down but could be worth discussing in person.
- Design priorities in game jam
- Puzzle design
- AI Enemy design
Interested in working together on a project?
Go ahead, I'd love to connect with you.