Amy Perelberg

Askew (Game Development)

  

Askew

Askew is a puzzle platformer game developed by Mantis Inc using Unity. I took the role of design lead on Askew, which included character and background design and development, animation and implementation. Mantis Inc is currently merging with SoundWave Games to put Askew on Steam! 

Concept Document

High Concept Statement

In a distant, dystopian jungle, Flow’s baby has been stolen by a malicious, moustached owl. Guide Flow through the treacherous jungle,  swinging and jumping through branches and vines while encountering enchanted creatures and intriguing challenges in order to rescue Flow’s baby.

Features

  • Launch from swinging vines and hanging branches to navigate the dense jungle

  • Smash crumbling walls and tree trunks to advance through the levels

  • Traverse slippery, sticky, and hidden obstacles throughout the stages

  • Dodge and outsmart creatures attempting to waylay Flow on his journey

Design Goals

Enchanting the Inner Child: Askew is for the young adventurer and dreamer in everyone.  Embodying the curious whimsies of Lewis Carroll’s Alice in Wonderland and the eccentricity of LIMBO, the atmosphere and visuals will tickle the imagination of children and adults alike. Drawn in by the environment, players have to forge a path through the fantastical jungle and swing their way to victory

Intriguing and Bewitching: Traversing the jungle will have the player encounter creatures of fantasy, dreams, and even nightmares. While clearing their way towards the exit, the jungle will seem like a sentient character, shifting and changing. Players must combine a good sense of timing with quick wit to best the jungle and its inhabitants. The path through the levels may not be straightforward, requiring the player to have an understanding of level elements to complete.

Genre

Askew is a physics-puzzle platformer. The physics component is the player’s movement, which is not automated, but dependent on how the player swings Flow’s arms. The puzzle component involves determining which vine to grab in order to progress through levels quickly. Certain elements obstructing the path to the goal can also be manipulated to pave the way forward.

Figure 1: Playing with the Xbox Controller. Tilting the joysticks in a direction moves the corresponding arm in that direction. Holding a trigger grips a structure or an object with the corresponding hand.

Figure 1: Playing with the Xbox Controller. Tilting the joysticks in a direction moves the corresponding arm in that direction. Holding a trigger grips a structure or an object with the corresponding hand.

 

Platform

To support intuitive controls, our game will use an Xbox controller so that each of the sloth’s arms can be used by tilting the corresponding joystick and holding the corresponding triggers to grab vines or branches (See Figure 1). The resulting movements will feel natural to players, making interacting with the game’s environment a pleasant experience.

Unique Selling Points

Simple and Intuitive Controls: Askew reduces the number of controllable limbs from four to two and focuses mainly on horizontal movement. Doing so allows players to simulate swinging from structure to structure and grabbing objects in a more natural manner.

Stimulating Puzzles: Instead of focusing on the absurdity of free-limb movement, Askew unveils the extent to which a small number of actions allows for a diverse pool of interactions with the environment. Stages are crafted to test players’ creativity with these actions.

An Enthralling Dreamscape: Rather than intense graphics and intricate detail, Askew’s art has simple cartoon-like art and minimal coloring. It captures a storybook-like feel and emulates the “monster-under-the-bed” sense many often have as children.

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flowswing.gif
Figure 2: Stage Concept. An example of a stage, showing off various structures to help the player or hazards to hinder progress.

Figure 2: Stage Concept. An example of a stage, showing off various structures to help the player or hazards to hinder progress.

Gameplay Sketch

This sketch details a sample level containing the various structures and hazards that can be found in a typical level. Flow can be seen on the left, using the right hand to hang onto the tree branch while applying force to the left arm to swing and grab the hanging vine.