Rapunzel
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Rapunzel

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Abstract

Our game is called Rapunzel. Rapunzel is a game created with the motif of the fairy tale Rapunzel. In the Rapunzel fairy tale, I got an idea from the situation where Rapunzel was trapped by a witch and Rapunzel was running away from the tower. Our game is a game depicting the process of Rapunzel being trapped at the top of the tower and escaping the tower. The game consists of three stages, and each time you move on to the next stage, the difficulty will rise. Gameplay will proceed using the left, right, and up arrow keys. The left and right arrow keys create an action that moves the Rapunzel to the left and right respectively. Up arrow key is used to jump Rapunzel. The game starts at the top. The character then has to descend to the bottom while avoiding obstacles and stepping on the right path. When the character passes through the door at the bottom, the game is cleared. The aesthetic goal of our game was a challenge. Our game has two difficulty levels. Easy mode and difficult mode can be selected. Game players can improve their understanding and skills in games through easy mode. In difficult mode, players challenge the game and master the game. Also, the stage of the game was divided into three stages. Each time you move to the next stage, new obstacles are added that interfere with the player, and the difficulty level of the game is increased by adjusting the position of the obstacle and the position of the footstep. Our game includes the concept of abstraction, game-story, and difficulty. When I first built the game, I planned to make a dot game. I did not have the tools and the time to make a real Rapunzel. However, even if it was produced as a dot game, I made some details to make the characters and obstacles in the game have symbolic meaning. I made Rapunzel's character by expressing Rapunzel's long hair and beautiful blonde. I made a character symbolizing bee by expressing the bee's spit and bee's pattern. In the case of the spider, I made it a spider by describing the movement of the spider up and down.   Because the aesthetic goal of our game is a challenge, we have designed the game so that the game's weight becomes larger than the story, because the control of the player has to be the mainstay of the game. The concept of the game is Rapunzel, I added a description of the game concept to the game-opening, which made the player more immersed in the game. And the part that is not fully explained in the opening was recognized as Rapunzel through game character and background image.   And the playtest feedback I received when I first made the game was that the game was too difficult. Since the aesthetic goal of the game is a challenge, I did not try to control the difficulty. However, the game is so difficult that the player may lose interest, allowing the player to control the difficulty of the game. Easy difficulty games have eliminated the ability of the crystal, which is the main obstacle in the game, to make the game easier for the player.   There are two main differences between our game and other platform games. One is that the progress of the game progresses from top to bottom and the speed of the drop is limited. Platform games often go from left to right. However, we decided to go from top to bottom to match the concept of escaping from the top. And other platform games did not limit the speed of the drop. Our game was going from top to bottom, so we needed a new limit. Otherwise, the game was cleared too easily. It was to limit the speed of the drop. By limiting the dropping speed, we were able to increase the level of difficulty of the game, and we were able to construct the originality of our game only.   I tried to make the game difficult as I can when I first built the game. However, I received feedback that the game was too difficult in the gameplay test, and the game was so difficult that I had to quit the game because players cannot proceed to next the stage. So, I decided to choose the game difficulty level. So I made the first game in hard mode, and I created the Easy mode by removing the influence of crystal in the first game.  

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