Super Drop Down
ROLE AND DUTIES
Lead Designer
Responsible for initial idea, pitch, core game play concepts, enemy AI implementation, level design and implementation, presenting final project to open forum, and managing a team of six to ensure other game play aspects were being met to completion.
DESCRIPTION
Super Drop Down, submitted in partial fulfillment of Associate in Science Degree at Finger Lakes Community College, is a fast action 2D platformer with roguelike elements. Run, jump, slash, and jump down to the next floor whenever you want to escape a collapsing tower!

Core Concept
Reflection
Super Drop Down's core concept comes from the timer. The premise of the game is that a player should be quick on their feet and make the choice each floor on what their goal should be. Initially, enemies were to gave experience, items powered you up, and the timer acted as a threat that doing everything on a floor wasn't doable.
Player's are enabled to do whatever they want by one core mechanic: the ability to "drop down" to the next floor whenever you want, only being stopped by a final boss at the very bottom.
A lot of features from the game ended up cut as the initial idea's workload was too heavy for the team to handle, most notably experience from enemies and not to mention a lot of cut content and polish. Consequently upon initial review I was a bit sad that the game didn't meet my initial goals but it was very humbling to be reminded that not everyone I work with will have as much time and dedication as I can myself.
In the end I am happy with the art style and I learned a lot about design and programming enemy A.I. Though the final game didn't quite hit my visions for the game, I believe the premise has potential and can be revitalized in a different form.
