Sprout of Control | GDD

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DON'T SKIP THIS IF YOU ARE A JUDGE

Team

Introduction

Pitch

Sprout of Control is a single player, one-screen puzzle game featuring a vine-like player character. You extend your body to reach other platforms. Body parts stay behind to help (or hinder) you craft yourself a path to the goal.

Inspiration

Snake

In (any version of) snake, the player character moves along the screen while its body becomes longer and more bothersome. I decided to take some of this mechanic, but instead change it into a (sometimes) beneficial trait. The player's body itself becomes terrain that can be used to change direction and reach places that were previously unreachable.

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Baba is you

In this game, you move objects to change the rules of a game. This power can possibly force the player into a deadlock, requiring you to restart a level. I'd like to incorporate this quick retry mechanic and level design philosophy.

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(Pokémon) ice puzzles

As a 3rd gen player, the eight gym of Emerald comes to mind. Upon hitting a wall or border, the player can move in any direction as long as it is unoccupied. I want to use restricted movement similar to this.

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Genre

Single player, puzzle

Target Audience

What does WASD stand for?

I play games, look! *pulls out phone

Casual gamer

1000+ hours in CS:GO

What is sunlight?

Technical Specifications

Platform

Windows PC

Game engine

Unity

Graphics & UI

Aseprite, Figma

Music

FL Studio

Gameplay

Summary

Sprout of Control is a puzzle-game where you have to navigate a level to reach the goal flag. You can move in any direction as long as it is unoccupied, but while moving, you can't change direction until you hit another solid object.

The main gimmick is that your body is always extending, meaning that you leave behind body segments in any position that you visit. These body segments act as walls that you can use to stop and redirect your movement. Using this idea, let's take a look at an example level:

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At first glance it seems impossible to reach the goal given our movement restrictions. However, using our own body in a creative way, we can solve the level like this:

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Theme interpretation

It's spreading gives me a sense of urgency. Games that come to mind are: Plague Inc., where you are fighting against a spreading disease; Terraria, where the corrupted biomes slowly take over your world; or even Tetris, with its continuous supply of unhelpful pieces that fill up your play area. In all these games you are somehow working against time in an increasingly smaller space.

In my game, you play as an invasive plant that eats away at screen space with every action you take, making the level more cramped and difficult to navigate. At the same time, you might create new footholds to reach places that were previously unreachable. The player's body will literally spread into every corner of the level, allowing you to conquer it.

As a secondary mechanic I introduce the Firefly. This little creature really brings the whole concept to life. When it hits the body of the player, it explodes and ignites that segment. Fire spreads to neighbouring body parts, putting the player on a timer, but also reopening previously closed doors.

Art

I use Aseprite for all the in-game assets. The colour palette consists primarily of greens and browns to complement the plant-like theme. Because of the limited time, and because I have to do all the art myself, I decided on 16x16 for the canvas size. This provides just enough detail without overwhelming my schedule.

Audio

Music

Sound design is delegated to Sequence. I want the music to convey the idea of a creeping vine and to spark that sense of urgency in the player. We have two tracks that complement each other nicely, one for the main menu and another when the player in inside a level.

Sound effects

The sounds for things like fire, moving, dying etc come from Splice. All these sounds are royalty free and okay to use commercially.

README (For the judges)

This version of the game consists of 17 levels including a Tutorial. Playing through all the levels should take anywhere from 10 - 20 minutes. I hope that you have the time for a full playthrough, but if you prefer a shorter review, I recommend playing the following levels so that you can see every mechanic:

NOTE: You can use [Escape] at any time to return to the main menu.

Thanks for playing! I hope you enjoy the game :D

MoSCoW

Must have

Description

Status

Ice puzzle movement

The player body can move in 4 different directions. While moving, it is impossible to change direction until the player settles against another solid object.

Done

Walls

Walls are solid objects that block player movement.

Done

Void

The void is a hitbox at the edge of the camera borders that kills the player.

Done

Extending body

Whenever the player moves a unit, a body segment is left behind. Body segments act as walls.

Done

Goal flag

The player must touch the goal flag to win the level.

Done

Restart

When the player dies or gets stuck, there should be a quick way to restart the level.

Done

Basic levels

Levels that highlight all of the game mechanics.

Done

Should have

Description

Status

Moving walls

Walls that move (optionally back and forth).

Done

Extending walls

Walls that extend (and optionally retract).

Done

Portals

Teleporters that move the player back and forth.

Done

Multiple players

Multiple players are all controlled at the same time. They can collide with each other. It is possible to move a (settled) player independently if the other players are still moving.

Done

Splash screen with logo

Done

Main menu

Volume/level selection/exit buttons.

Done

Level selection

Overview of all the levels. Might include pointers to help the reviewers pick interesting levels.

Done

Tutorial Level

A level that teaches the player the mechanics.

Done

Music

Partially done

Sound settings

A volume slider for music (and sound effects).

Done

Could have

Status

Advanced levels

Levels that take the basic mechanics and force you to use them in interesting ways.

Partially Done

Collectables

(Optional) coins to collect inside of a level. During level design I want to make sure that collecting these requires you to find a more creative solution.

Done

Star rating

A 3-star rating system per level. You can earn stars in the following ways:

  1. For reaching the flag

  2. For finding the shortest path (through all collectables)

  3. For obtaining all collectables (if there are any)

For simple levels with only one solution, this means that you will always get three stars.

Done

Burning

When a body segment is "burning" adjacent body segments will catch on fire after a set amount of time.
A burning body segment will disappear after some time, freeing the square.
If the player body starts burning, the player dies.

Done

Firefly

Like a second player, the firefly is controlled in the same way.

They act as a hazard that induces the burning effect on the player (body).

Can potentially be beneficial to free up squares.

Fireflies expire when they touch the player (body).

Done

Sound effects

Partially Done

Save game state

The game should remember what levels you beat and with what rating.

Won't have (for now)

Epic boss fight

A pungent plant that you have to set on fire with your own burning trail. All the while this evil creature bombards you with fire flies!

Body Split

A mechanic where the player splits into two upon hitting a special object.

Crumbling walls

Walls that disappear upon touch.