B.Bop Mania

B.Bop Mania is a traditional platformer game I developed, incorporating all the classic mechanics inherent to the platformer genre, with one twist. The control scheme is randomized at the start of the game, and is slowly reconfigured by the player as they earn coins.

Control System

The control system in the game is specifically tailored for controllers and intentionally designed to be challenging. Upon starting the game, each player action, such as jumping, moving right, or dashing, is assigned to a random input. For instance, moving left could be mapped to the left trigger, while jumping might require pushing the right joystick upwards. As players advance through the levels, they have the opportunity to collect coins, which can be used to unlock “swaps.” These swaps allow them to interchange the inputs assigned to two actions, enabling them to customize their controls for better comfort and playability over time. However, it’s worth noting that if a player experiences three consecutive deaths, their controls are automatically re-randomized, adding an additional layer of challenge and unpredictability to the gameplay.

Level Design

Our level design follows the traditional approach of gradually increasing difficulty over time, while also incorporating carefully crafted small moments to enhance the player experience. These moments include exhilarating gap jumps, wall jumps, precise falls, and other engaging challenges. In addition, the levels feature familiar elements like spikes and environmental hazards, adding to the overall thrill.

To ensure a balanced difficulty progression, each moment is assessed and assigned a difficulty rating on a scale of 1 to 5. This rating is determined by various internal parameters, such as the distance between platforms in a jump. The greater the distance, the more precise and challenging the jump becomes. By strategically stringing together these moments, we create a thoughtfully designed difficulty curve that spans the entirety of a single level. The cumulative sum of these difficulty ratings ultimately determines the overall challenge level of the level, ensuring an engaging and satisfying gameplay experience.

Project Management

The project was created over the course of 48 hours for a game jam. This meant that design decisions were made alongside the development of features and the creation of the art assets. This meant that communication was constant to make sure the team was working on something useful at all points and that we shared a cohesive vision of the end product.