Game Introduction
Genre – Simulation/Clicker
Gameplay, Target audience, and platforms – I intend to have the gameplay be simplistic, with the idea being upgrading stats that affect how you jump. The game will be somewhat laid back, creating a fun and non-challenging experience that focuses more on humor of story rather than failure of player input(2/3). The main target audience are people that enjoy clicker/simulator games, simple games with an end goal in sight. This would appeal to them since everything is easy to understand, and it has most aspects of a clicker/simulator game, similar to Learn To Fly(6/7). I wish to have mobile support in the game, but it isn’t a priority.
Look and feel – A pixel art style is what I wish, with vibrant colors and three to four-toned shading. Everything should feel as if it belongs in the same world, that being a feeling of surprise as the player travels through different stages, each having their own sort of look as an area. To do this, clever pixel art and music choices will be made to suit each area(4/5).
Story – You are a blob who really wants to pee on the moon. Some random wizard, probably drunk, decides to grant you powers for jumping. However, you have to work for it. He wants to watch you get better at jumping, and will upgrade you for how high you jump. Your goal is to get to the moon, and see of the Americans were lying about being there.
How to play – Use a mouse to jump by holding click, increasing your height the longer you hold it, but decreasing if you hold it too long. Upgrade your stats at the bottom of the screen, allowing you to jump higher(1).
Technical
System Requirements – A computer with a mouse or a phone with a working touch screen. Quite honestly I don’t really know what the system requirements will fully be.
Game Architecture – The game will have a goofy little vibe, and a lot of humorous jokes will be made.
User Interface (controls) – The controls are simple: Holding click / Tapping and holding to charge a jump, clicking / tapping on upgrades to upgrade your character, and moving your mouse / moving your finger on the screen to move your character while they are jumping.
Artwork (design)
Technical Requirements – I still don’t know what the technical requirements will be, other than a mouse, keyboard, monitor / smartphone.
Heads Up Display (HUD) – The HUD will consist of a current jump height on the top left, with the high-score underneath. The amount of money you have (to buy upgrades) will be on the top right. At the bottom, there will be upgrades, but they only show when you aren’t jumping.
Characters –
- Jimmy / You (The main character)
- Trash G. Man (The upgrade Wizard)
- Yapper (The story guy)
Level Design – Randomly generated obstacles / collectables while jumping make the game more interactive. The game ends when you reach the moon. You lose when you stop gaining height at your peak jump, and win when you make more money from jumping high and upgrading(9/10/11)
Global Elements – Money, upgrades, dialogue, height, probably a bunch of other small things.
Player View – The camera will be centered around Jimmy, and follow him in a 2d plane. He will be easy to see, as he contrasts everything.
Game Flow Chart

Development
Abstract Classes / Components – Pixel art, goofy, easy
Derived Classes / Component Composition – Simulator
Audio & Sound F/X
Technical Requirements – I’m not sure what the technical requirements will be, but it is suggested that you wear headphones / earbuds.
Player Elements – The player should feel like the sound effects and music fit in, and maybe get a slight chuckle over the use of more comical sounds, like a “Tom and Jerry” scream.
Global Elements – Sound effects should play on almost everything, even if it’s barely noticeable. A small amount of ambiance can add a huge mood shift in how the player perceives the game.
Splash Screens – If there are any splash screens, it should make the player feel amped to play. A fake loading bar might help build up hype.
Menu Fx – The menu will be classy and calm, not super showy, and using well contrasting color combinations for each button.
Marketing
Key Features – Showing off the mechanic of earning money to upgrade after you jump is crucial, along with the high score which will keep the player motivated to move forward, becoming more happy knowing they are making progress.