Inspiration and Planning


When I first saw that the theme for the Jam was "As Above, So Below" I immediately thought of Heaven and Hell, and that is what a set my game's landscape on. It reminded me of a level from Titanfall II, where the player would time jump back and forth between ruins and a bustling factory. That level is what inspired me to create a game using two maps and forcing the player to jump back and forth between them to progress, one map being set in Heaven, and the other in Hell. Instead of time jumping like in Titanfall II, I plan on creating a portal-like system to transport the player between maps at certain designated locations. From there, I've decided to have some sort of collectible for the player to find in both Heaven and Hell. I'm leaning toward platforming, as I think it will be the easiest way to give control to the player without overloading them with controls and how-to's. 

Get Depths of Heaven

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