You are Peggy the Pirate. You have traced a map all the way to the treasure and found it yourself. Now everybody wants a share of your hard work but you will have none of it. Enemies will try to board your ship, take your treasure, and even attack you. Fight off the enemies for as long as you can…
Ahoy there matey! I hope ye got what it takes to take on the seven seas and protect your treasure from those lily-livered bilge rats looking to plunder your hard earned loot! No God of War will be born here, but a God of Oar will be echoed throughout the ages!
Overview
In this single-player seafaring pirate theme RPG, you play as a pirate on a ship that defeats her enemies with a variety of oar-style weapons. Enemies are after her treasure at a fixed location on the ship which she must defend with the oars. Oars break over time as they are used and she must pick up new ones scattered across the ship or risk becoming defenseless. Different oars will have different stats that may help the player survive longer and rack up more points. The player’s role is to control Peggy the Pirate and defend her booty from the parrots, pirates, and more whilst surviving the carnage.
Genre and Design
The game will be styled as an action 2D side-scrolling RPG “King of the Hill” beat-em-up. The field of play will be set as one stationary environment and the gameplay will be limited to that setting. The basic game is to be set on the high seas with the platform taking the shape of a pirate ship. Player avatar will be a pixelated sprite.
Gameplay
Being a 2D side-scrolling game, the player will only be able to move left or right. Enemy units will be able to damage the player. Damages caused by character collision vs end of an attack animation will be determined by constraints. The developmental focus is on a single-player experience placed in a challenging and immersive environment.
God of Oar will ideally be a rewarding game that introduces a variety of challenges for the player. The target audience is anyone who enjoys retro action survival games and casual games in general. Additionally, this player may be one who desires a scaling challenge as the game gets more difficult as it progresses with no real end as of now. The goal of the game is to achieve a high score with enemies and difficulty increasing as time goes on. The score will be based on enemies killed. Enemies will keep spawning until the player loses from getting hit too many times or the enemies reach the treasure causing an instant game over. In the alpha phase, we plan to have only the first 10 stages/levels set up.
OS and Compatibility
Ideally, the game is intended for mobile platforms but will also reach compatibility with computers and potentially the Xbox/PlayStation store depending on demand. The primary language is set to English for now but if it reaches commercial success, we can include more languages to include a larger audience. The controls are simple and only require a standard input device such as a phone or keyboard.
Development
The creation process involves much brainstorming and coming to a consensus with each other’s proposed elements. We want to design a game up to the best of our capabilities and include each other’s ideas in the process. However, we also need to acknowledge our skill level and if it correlates to our desired design aspects for the game.
That’s it for now, stay tuned for future development updates!
Leave a Reply