Hermes’ Sandals
Dash (Ground and Air)
Design Intentions
This level must train the player bow and arrow skills as well as present to them the new Dash mechanic.
All the puzzles, platforms and combats must extract all the feature usage.
- Combat: to teach the player to keep in constant movement to get distance - - -
- Bow and Arrow: train the player to shoot precisely on fast targets
- Platforms: teach the player how to domain the dash ground speed, the air control, and the distance/timing
- Non-linear Progression: the player is also allowed to free roam the whole map
Challenge Pillars
Platforming
Pushing Walls
Falling Platforms
Distance Jumps
Timing Jumps
Wrapping Portals
Path Decision
Combat
Basic
Boss*
Fast Pacing
Melee Enemies
Different Arena Sizes
Interaction
Doors/Walls
Key Items
Collectables
Treasure Chests
Totem
Damage Triggers
Bow and Arrow
Skill Test
Flying Targets
Different Speeds
Reveal Collectables
Open Secret Areas
Damage Enemies
* Features not implemented due time. Description below:
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Boss should be Medusa like, and force player to face the opposite reaction for his new speed skills
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also, the arena should change itself as the combat progresses (reduce the area; holes on the floor; etc.)
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Shoot arrow at tree leaves to reveal secret collectable
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Shoot arrow at broken walls to reveal Treasure Chests
Player Inputs
Navigation
Walk / Run
Camera
Jump
Dash (Ground)
Dash (Air)
Combat
Aim
Shoot
Miscellaneous
Interact
Toggle HUD Info
Rewards
Hermes’ Sandals
Unlock new mechanic
Treasure Chests
Resources and Equipment
Collectables
Exploration and Completionism
References
Greek Mythology Gods and Goddess
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Artemis: Bow and Arrow skill gameplay
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Sphinx: Puzzle and meritocracy challenge to reach her out
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Aphrodite: The blend between fury and love
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Her area has the turbulence underneath all the roses she receives, and it is a calm romantic place
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Ares: Combat and just it matters
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There is also some debris in his area
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Greek architecture: columns, marble, statues, and blue ocean








