Some thoughts on a context based HTML5 platform adventure

I’ve been toying with the idea of an arcade game in which the player controls a character that must escape from a dark and creepy tower. In fact being extremely inventive with my naming I’m calling the game The Dark Tower !
The premise is simple; your character is stood on the uppermost platform of a series of seemingly endless platforms and must decide what action to take to get off that particular platform.
If successful the character will drop down to the next platform where he is presented with another challenge. So on and so forth until the player guides his character out of the creepy tower.

The challenge in the game centres around the timing of tapping the screen to perform the character’s action. Depending upon the context of the platform the action will vary from jump, walk, run, duck or shoot. At least that’s what I have for now ! I guess it’s a kind of Temple Run concept.

So as an example the character stands waiting at the far left or far right of the platform and spins to face the direction he needs to move to get off the platform. At the far end a strange object periodically spits out a poisoned dart. You have a second to consider this and realise that the height at which the dart is travelling means that tapping the screen will result in your character jumping.
You tap the screen and sure enough he jumps over the dart and starts to walk forward. Another dart comes, you tap, the character jumps and continues to move forward. A health icon is overhead. You tap to jump collect the icon and moments later you tap again to leap over a dart. At the end of the platform the character drops down and spins to face the next challenge. This time he starts to walk on his own. From above a boulder smashes down. You tap the screen and your character stops. Tap again and he starts to walk. Another boulder crashes down before you. Tap and tap again and you’re on your way… So on and so forth.

It’s either a challenge of escaping from a predefined number of platforms or simply seeing how many platforms you can complete.

My plan is to randomise the platforms with the simpler stuff at the start and the more demanding platforms later on.

Impossible Mission screenshot C64

Impossible Mission – Commodore 64

The key for me in all of this is the animation of the game’s central character. Much like Impossible Mission from the 1980’s golden age of gaming I want the player to engage with the game based upon the silky smooth animation of their on-screen avatar.
Update: Play a Desktop JavaScript version of Impossible Mission at http://impossible-mission.krissz.hu/

More as I have it.

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