
Jumpman Juke
Remaking the Classic
The original Donkey Kong level was very simple with falling barrels that needed to be avoided and get to the top to achieve the objective.
This game was played in the orthographical view to get the pattern and rhythm of the rolling barrels thrown by Donkey Kong.
Changes to the Original Design
Third Person
By making the game in third person, the game feels more like skill and quicker with reaction time rather than the original rhythm. Which each barrel relying on collision/physics, there is an element of randomness that makes almost every playthrough different and unique. This adds a layer of replayability and skill that makes something like level progression more enjoyable.
Potential of Expansion: Adding more levels will add to how this will affect how much the player knows and there will be an element of excitment to explore new areas and new levels. This type of platforming can be taken with inspiration from games like Hollow Knight, Cuphead, the Souls Games’ platforming, and even do something even more complex like Tomb Raider or Uncharted for more immersion.
The swinging hammers are different than the hammers in the original game. The original game had the hammer in order to smash the barrels. Here, they were repurposed for something else: risk. With the hammer making the player reset to the start of the game, this makes even more risk with the game. This was done much easier with the Epic Games Game Animation Sample (GAS).
Potential of Expansion: The animations can lead to more complex levels in massively different settings like cities, forests, desert, or others. The hammers will give a feel like the player is Indiana Jones or Lara Croft. That makes this very easily expandable to make and create a narrative to make the game or engaging to the player by introducing mystery and a compelling story.
Swinging Hammers
Win State
The win state here is very simple with an interactable actor that gets destroyed when interacted with. This is very similar to the end of Donkey Kong where Mario defeats Donkey Kong with a simple interactable and rescues the princess.
Potential of Expansion: As in other games, there is always a reward at the end. This will require more like narrative, setting, and expansive gameplay to determine. But this can also include buffs like ignoring barrel collision for 5 seconds or higher jumps for the next level or upon replaying the game. If there is a concrete narrative, this can also trigger a cutscene and more for the player to engage with. This also gives the player incentive to keep going, espeically if the game was made like a Rogue-like game.
Barrels
The barrels here are physics based and collision with them will reset the player to the beginning. This again, adds that element of risk with collision with them that the original game had.
Potential of Expansion: As in Temple Run, there could be a monster chasing the player to encourage the player to keep running and encounter more barrels for higher risk and challenge. Forthermore, there could be more parkour in the game to make the barrels stop and continue at places to make the gameplay more engaging and serve the player to make the gameplay flashy, not just engaging.