For this project, I was suppose to create my own design and replace the assets to create a cohesive level scheme. Also, along with the design, the difficulty of the game needed to increase as the level of the game kept going. My level is based on floating islands suspended in mid-air. The islands are connected by bridges including a starting point and an ending point. The navigation is fairly simple for a player to navigate through.
The goal of the game is that the player needs to touch the diamonds scattered across the island and reach the giant diamond at the end of the level. However, there are two factors the player needs to consider; One, there is a countdown at the beginning of the game and two, the game is rigged to work against your favor. By that, I mean how your actions have consequences and the game will make sure it you will have a bigger chance of losing. There are three rotating diamonds scattered across the level, each one a little fast than the last. The player needs to touch these three diamonds in a specific order to make the big goal diamond glow brighter, however, if you touch one of the three in the wrong order, it will take a chunk of time out of the countdown making it easier for the player to lose.
For the story, it begins with this wolf-like construct that awakens in some strange world. It notices that it has diamonds in-beaded in itself and sees that there is a diamond ahead of him. He touches this diamond shard and notices that the big diamond begins to glow a little brighter. For some reason, this construct is drawn to the big diamond. He sees multiple diamonds scattered across the islands and has an idea of what he is suppose to do. He also knows that he has little time to waste or it will be the end for him, but that is a story for another day.