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![]() VIDA Games Co. Moderator Posts: 2 |
This is an idea I've had in my head for a while and have made a bit of preliminary work on. My idea is... unique, to say the least.
It's a game called Nuts, centered on a cartoony squirrel running around in a 2D side-scrolling obstacle course world, collecting nuts, jumping here and there, and avoiding a series of objects & enemies along the way. The squirrel can run on any surface, and can even go straight up walls ar be running upside-down on a ceiling. At any given point, it can jump right of of the surface it is attached to and grab onto another one (sort of like wall jumping). The nuts you collect serve to fill up a turbo meter, which can be drained by holding the turbo button/key (whichever it may be). The game will focus very much on momentum and environmental interaction. For example, if you are running fast enough, you could go right over a big puddle of water instead of sinking. The graphics will be cartoony, in an almost hand-drawn style, and traffic signs will be along each level, guiding the player so he/she knows where to go.
There will be ocassional bosses, such as a dog or a cat, that will be chasing you. The goal with them would be simply to outrun them. One boss might be a kid off in the background holding a BB gun. The screen will be scrolling at an arbitrary speed, and you have to keep up, but you also have to be swerving from side to side to avoid getting hit, all the while as you are hopping to and fro to avoid obstacles on the gound.
There is no way to die in the game. You just get slowed down.
The menu screen would begin by showing the squirrel standing by a tree, nibbling on an accorn. Suddenly, "press Enter" appears in the middle of the screen. As soon as it's pressed, a hand appears and picks up the squirrel. The squirrel is the shown, being held in the air about a mile up in the air. Below it lies a town. Flashing dots are scattered in this view of town (each one representing a level). Hovering your mouse over the dots reveals information about the level (such as your current best time, what medals you have earned in that level, a description of the level, and how much medals are required to unlock the course if it's not yet available). Upon selecting a level, the hand carries the squirrel over to that level and places it on the ground, and the level begins. Each level has a certain timeline in order to succesfully beat it (though there is no penalty if the course is not completed on time, the course is just marked as 'not beat' until it IS completed on time).
-TO BE CONTINUED LATER- | |
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![]() bluewindgames Moderator Posts: 1 |
nice idea
we will start making this | |
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![]() VIDA Games Co. Moderator Posts: 2 |
Actually, I had already started the project quite a while ago...
Either way, I'd like to see how your version shapes out. Nothing wrong with two different versions, eh? | |
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