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Spring: Gameplay Overview

spring gif.gif

This game is a single-player arcade style game where the player must navigate a maze-like circle, which is the inside of a watch or clock, to fall into the centre. The game is divided into levels, each representing a different style of a mechanical clock; these range from pendulum clocks, to verge-and-foliot clocks, to co-axial and lever escapement watches. Each level explores one of these and is divided into five or more sub-levels, with each sub-level taking place in a different part of the inside of the clock. The sub-levels are supposed to be quick and can be completed in a matter of minutes, accounting for the player retrying multiple times, so a full level takes around twenty minutes.

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The main gameplay mechanic is freefalling to the centre of a spinning circle by moving the player character left and right to avoid platforms. If the player lands on a platform then they will lose a life, of which they have three per level and running out of these forces the player to restart the whole level. When landing on a platform, the player is slowed down drastically and can only move left and right very slowly until they are in freefall again. The circle is constantly spinning clockwise and anti-clockwise, changing direction every six seconds; whenever the circle changes direction there is a brief moment where the player is thrown outwards a little from the centre of the circle and, if they were on a platform, this would bring them back into freefall above the platform. The Pygame prototype (below) demonstrates this, as you can see whenever the player lands on a platform they are later forced upwards.

The gameplay, akin to games like Super Hexagon, is designed to be very fast and encourage quick failing and retrying. As they play each level, the player will learn how to beat them and the best route through, so that they run through each sub-level without losing lives and beat the level in one go. Doing this will unlock the next clock. As the game is about successfully navigating the maze without touching platforms, there will always be a ten second intro to each sub-level where the circle charges up by slowly rotating anti-clockwise for ten seconds whilst the player cannot move. This will give the player an opportunity to plan a route.

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Each level will also have an element that is unique; these will be inspired by the type of clock that the level is based on. For example, the pendulum clock level will have swinging platforms that move independently of the circle. These elements will be introduced and taught in the early sub-levels of each clock and will gradually increase in difficulty, as well as complexity, as the player progresses through the sub-levels.

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