Team Members & Responsibilities:
Dingqian Zhang (me)- Game Designer / 3D Artist
Taotao Liu - Programmer / Game Designer
Fengyu Wang - Programmer / Artists
Summary:
VIDEO
Type: Video Game
Game AIM: Survive as long as possible
BounceSpace is a top-down 2.5D survival game where players push walls to gain space and fire bullet hell-style projectiles to survive. The core gameplay revolves around strategic wall pushing and tactical shooting to avoid threats.
Inspiration
Core Mechanics
Our team started with the concept of limited and unlimited and aimed to create a game that involves the mutual conversion of time and space. Therefore, we adopted the representation of gradually shrinking space as time passes.
Stage3:The terrain in the scene becomes more complex, and the player’s abilities are enhanced, allowing them to fire 3 projectiles simultaneously.
Time: 2024.7 - 2024.8
Software:Blender, Photoshop, Unity
GameJam theme:Limited And Limitless
The walls around the player constantly shrink, and players can push the walls in various ways to gain survival space. At the same time, they must clear the enemies in the scene and avoid the bullet hell they fire.
Different Methods of Pushing the Walls
1.Bullet Impact:
The player’s bullets can slightly push the walls.
When fired within a confined space, multiple ricochets cause repeated pushes.
2.Enemy Shockwave:
Defeated enemies generate a small shockwave that strongly pushes any nearby walls upon impact.
The player's bullets have a knockback effect, allowing them to push enemies toward the walls to move them.
Art Reference
Scene reference
3.Reset Item: Defeated enemies randomly drop items. When the player’s character touches one, all surrounding walls reset to their initial positions at the screen’s edges.
Diagram of the Shrinking Walls
Visual Design
Game Display
Illustration of the Shrinking Walls
The player-controlled character and the trajectory of its fired bullets
Terrain Design
Indicator of Enemy Spawn Position
Enemy
Enemy Design
Game FLow
Game Systems
Item reference
Helps players use the ricochet mechanic to hit enemies and push walls.
Item
Bullet Hit Effect
Charging Process for a Player’s Bullet
The terrain becomes transparent when the player passes through it.
Common Mechanics for All Enemies:
A spawn indicator appears at the location 2 seconds before the enemy spawns.
Periodically fires projectiles toward the player’s current position; remains stationary while firing.
Moves continuously toward the player’s direction.
On death, emits a shockwave centered on itself; other enemies hit are instantly killed (boss-type enemies excluded).
Enemies and the player can pass through terrain; terrain blocks projectiles and enables ricochets.
Level Design
Enemy 2
HP: 2
Shield HP: 3
Trait: Holds a shield facing the player, which blocks projectiles.
Weak spots are on its sides and back.
Enemy 4
HP: 1
Trait: Restores 1 HP to the player upon death.
Game Stages
The game progresses through four stages.
After surviving for a set period, the player advances to the next stage.
Each stage features different enemies and challenges.
The player may gain special abilities in certain stages.
The final stage culminates in a boss fight.
Stage1:The scene is simple, allowing players to familiarize themselves with the game mechanics and gameplay.
Enemy 1
HP: 2
Trait: Fires a single projectile after a certain interval.
Enemy 3
HP: 3
Trait: Fires two projectiles simultaneously after a certain interval.
Enemy 5: Boss
HP: 20
Trait: Periodically fires a circle of projectiles in all directions.
Enemy reference
Stage2:The terrain in the scene, combined with the shrinking walls, allows for multiple ricochets and bounces.
Stage4:The boss enemy appears, and the terrain returns to the layout of Stage 2.