Exam Game
All Scripts is AI generate and this game was created with the assistance of AI.
what is implemented
Core Functionality (all levels) | 20% | |
4 | Avatar moves (right) when action clicked | When “move right” icon clicked, the player avatar moves to the right (3 marks). The icon disappears and can’t be used again (1 mark). |
2 | Avatar moves (left) when action clicked | When “move left” icon clicked, the player avatar moves to the left (1 mark). The icon disappears and can’t be used again (1 mark). |
2 | Avatar stops when action clicked | When “stop moving” icon clicked, the player avatar stops all horizontal movement (1 mark). The icon disappears and can’t be used again (1 mark). |
4 | Avatar jumps when action clicked | When “jump” icon clicked, the player avatar jumps (1 mark). The avatar keeps all horizontal movement it had before jumping (1 mark). Jump should only happen if the avatar’s base is touching a platform (1 mark). The icon disappears and can’t be used again (1 mark). |
4 | Avatar reset | Avatar resets when offscreen (or is killed by an obstacle) (2 marks). Level actions reset (i.e. all powerups return and are functional) (2 marks). |
4 | Avatar reaches goal portal | When the avatar collides with portal (1 mark), show end-of-level UI (if implemented), wait for ~2 seconds (2 marks), then move to next level (1 mark). |
3 | Avatar animation | Avatar has different appearance when not moving (1 mark), moving (1 mark), and jumping (1 mark). |
Life is lost when avatar is reset (1 mark)
Lives remaining (if lives system implemented) (1 mark) (kind of broken though)
Level 1 – Default | 2% | |
2 | Functionality | Simple level with no modifications. |
Level 2 – Deadly Obstacle | 4% | |
2 | Functionality | Kills the avatar (including losing a life if the lives system is implemented) (1 mark) and restarts the level (after an approximately 1- or 2-second delay) (1 mark). |
2 | Visual style | Uses an appropriate particle system OR sprite-sheet animation when the avatar comes into contact with the deadly wall (2 marks). |
Level 3 – Bouncy Platform | 3% | |
2 | Functionality | Some platforms bounce the avatar when landed on (2 marks). |
1 | Visual Style | Uses an appropriate animation (or state-change) to show that a bouncy platform has been used (1 mark). |
Level 4 – Moving Obstacle | 3% | |
2 | Functionality | Some obstacle(s) move (1 mark) along a predetermined path repeatedly (1 mark). |
1 | Correctly resetting | When level restarts, the moving obstacle(s) return to the same starting location each time (1 mark). |
Level 5 – Invisible World | 2% | |
2 | Invisible objects | Level still functions with invisible platforms and obstacles (1 mark). Some sort of rough indication where obstacles are (1 mark). |
Level 6 – Moon | 2% | |
2 | Moon gravity | Gravity is substantially less (1 mark). Player moves slower in the world (1 mark). |
Level 7 – Scrolling and Buttons | 6% | |
3 | Button | Avatar must interact with a button to change some aspect of the level (2 marks). Button should change its visual appearance when pressed (1 mark). |
3 | Cinemachine | Camera follows avatar in this level, which must be bigger than a single screen (1 mark). Camera looks ahead of avatar's movement direction (1 mark). Camera is correctly bounded within the level (1 mark). |
Level 8 – Chasing Enemies | 6% | |
2 | Enemies | Seek the avatar (1 mark). More than one enemy (1 mark). |
4 | Visual Style | Enemy graphics rotate towards the player avatar (1 mark). Enemy changes colour or changes appearance when they are close to the avatar (1 mark). Enemies have trails that change colour when they are close to the avatar (1 mark). Enemies explode when they touch the avatar (and this causes the level to reset) (1 mark). |
Level 9 – Free Choice | 6% | |
2 | Playability | |
2 | Uniqueness | |
2 | Functionality | |
Level 10 – Free Choice | 6% | |
2 | Playability | |
2 | Uniqueness | |
2 | Functionality |
Published | 11 days ago |
Status | Released |
Platforms | HTML5 |
Author | Ooli Sands |
Made with | Unity |
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