top of page

Ascender

The design process

The game

Role: Lead game designer and 2D artist.
 

Ascender is a platformer Roguelike RPG.
 

The design of the game comes in contrast to the very core of platformer games: that platforms are a constant.
 

Ergo, I designed the platforms so that the player can assume control over them, move them and tilt them, and that way, use the environment for their advantage.
 

All of this is explained within the game's narrative, which explores the existence of the platforms, as well as the worldbuilding surrounding the platform-control mechanic.

cormac.png
Bahura2.png
Bahura.png
JackE.png

Ascender's design started from the idea that players should be able to control the platforms in a platformer. We have already seen similar stuff in some games -
but the control the player had was extremely limited and minor.
I  started to think of ways the player could impact the platforms, and use them to their advantage:
e.g. being able to slam onto platforms, thus tilting them and displacing the enemies on the platforms.

Following that, I designed several other potential attacks,
and designed a simple enemy and the losing condition.
My narrative design was inspired by Roald Dahl's storytelling:
using eccentric humor to cover up the in-game violence, 
leading to the creation of the "capture" mechanic; 

the enemies had to capture the main character - by staying close to him for a set amount of time -

not kill him like other games usually do.

I immersed myself further in the story's narrative by writing extensive world building,
which created a reasonable cause for a world built upon flying platforms,
as well as allies and bosses that have a deep connection to the world and the main character.

I took inspiration from Hades, Ori and the blind forest, Skull the hero slayer, Sanabi, 
Mr Fancy Pants & Celeste

 

platform.png
alistair.png

© All rights and contents belong to Nir Kiriati.

bottom of page