Game Concept Devlog


The Working Title

Phelony’s Super-Mega-Important Date with Floptimus Prime!

The Concept Statement 

You control the love-driven Pekingese dog, Floptimus Prime, as he searches for the picnic spot where his beloved Maltese Phelony is waiting; 

  • Run and jump through a colourful theme park!
  • Bark to deter the ghost mascots trying to remove you!
  • Use your love to (literally) light up your way to Phelony!

Genre &/ Category of Game

Comedy & Action 2D Platformer

Concept Creation Process/Area & Influences 

Utilising subtractive design, the original influence of retro super mario games is refined into a one level, side scrolling platformer with basic movement controls and stylised visuals. Unlike the plethora of powerups and abilities available to the player in these original games, PSMIDWFP is limited to only one ‘combat’ ability and one ‘movement assist’ ability. Furthermore, the jumping part of the platformer is only available once the character reaches the half-way point, an ironic limitation for a platformer game. The return to previous areas of the level, now with the ability to further explore, is reminiscent of the puzzles and ‘secret’ passages in the older super mario games.

Audience & Competitive Analysis 

The intended consumers are casual gamers and, as a family-friendly game, it’s accessible to younger ages and individuals of any gender identity. The game mechanics are simplistic and easy to understand, as are the in-game goals and motivations. There’s the inclusion of cute and humorous features, such as the danger to Floptimus Prime’s journey being the risk of getting kicked out since he’s not a service animal. To further endear the game to players who favour non-competitive low stakes, the presentation and story elements of the game are emphasised over the combat or puzzles.

As a video game genre, platformers are both popular amongst players and widely utilised by developers. PSMIDWFP follows the conventions of the 2D platformers that it’s inspired by while implementing unique visual directions and playful combat.

Game Treatment & Concept Art 

The title screen has options for beginning the game, viewing the controls, and accessing the settings. The settings allow you to play without the mascot ghosts and, once you’ve beaten the game, the option to play as Phelony. 

Before playing the game, a text scene informs you of your goal to find the other dog without letting the mascots catch you. Then the player’s chosen character begins near the theme park’s entrance. A nearby billboard informs you to press ‘S’ to bark (creating a trigger to damage nearby enemies while playing a small animation and sound effect) and ‘E’ to think of “their beloved” (triggering the animation in the garland lights). These lights visually guide you past the ferris wheel, through the small tent, and into the haunted house. 

Throughout the game, you encounter ghost mascots who must be barked at three times to defeat. Once you reach the third floor of the haunted house, you can see the character you didn’t play as sitting on the flat roof. They tell you to use ‘W’ to jump and now the lights guide you out of the haunted house, over the tent, up the ferris wheel, across two hot air balloon platforms, and to the picnic. Reaching this point triggers an congratulatory ending scene where the duo enjoy spaghetti and an option to return to the menu appears.