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Palallel
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Palallel

In a world of chalk and board, you must cooperate with your pal to access your respective exit.
But each of you are locked in a different Level, unable to see what happens on the other side.
To progress, share item, communicate, and activate various mechanisms to unlock the way in parallel

Identity Card

Platform : PC
Player : 2 online
Genre : Platform Puzzle Cooperation
Camera : Side 2D that follow the avatar
Controls : Mouse+Keyboard or Controller
Character : Bob or Bobby - Cubic character

My Work on Palallel

Game Design & Level Design

Design of movement mechanics, jump, grap, throw, & interaction
Design Camera behavior
Design of Item Level Exchange mechanics

Design of the Physics via Unity
Design of all ingredients
Design of logic object system 
Design of Ping and Note Tools 
Difficulty management - RGD - RLD
Design of preliminary/plan for level, and integration in Unity
Design of Introductory course

Playtest et Test Q/A

Redaction of Playtest form
Organization of Playtest
Test and correction of mechanics and Level
Redaction of Ticket 

 

Project Management

Organization & attribution of task
Milestone Definition
Creation of GoatApeGames

Art Direction

Design of Art Direction
Research for Sound and Graphic Design
Organization of Music Composition

Graphic and Sound Design

Design of Game Sprite
Design of Communication Asset
Design of Sound Feedback

 

The Project

Concept

Platform Puzzle Game side 2D for 2 players on different screen.

Each player controle a cubic Avatar, in differents levels, without being able to see their other player level.

Objective : both Avatar must be on their own opened Exit

They must exchange object by throwing them out of their level, making they teleport to the opposite side of the other level

It's a physic based game, object manipulation, understanding riddles, resolve puzzles, and a focus on cooperation between 2 players

The game is designed for playing online with an external vocal communication tool

Main Mechanics

Players can’t cooperate directly, and can’t see each other's level.

To interact, the main mechanics allow them to exchange items by throwing them outside their level. This makes the item disappear from this level and appear in the other level on the opposite side.

Other mechanics allow the player to interact with each other level, like button to enable or disable ingredient, like door teleporter

Player Mechanics & Controls

Playable with controller or mouse+keyboard.
The Player can move the Avatar left/right, make him jump, move a cursor to target a nearby object, grab items and throw them, or interact with ingredients.

There are also tools to help players to communicate, the NOTE mode.
This allows them to detach their mouse cursor from the Avatar, target object, and click on them to highlight all connected objects in both levels.
They can also mark objects and “ping” a level border to highlight the corresponding border of the other level.

More

Base Concept conceived by Corentin PACAUD BOEHM and Simon COLIN, then designed & deepened by Thomas LOURTIES.

This is the 1st project of the GoatApe Games studio.

This game has been created completely in remote.

 

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