
House that will teleport player to next level

Key to unlock the door that will take player to the next level

Checkpoint sign

Platforms

Spikes

Collectable gem
2. If the player's health reaches 0, the game is over.
3. The player can only dodge enemies, not attack them.
4. Upon death, the player will respawn at the last checkpoint.
5. A timer will challenge the player to complete the level faster.
6. If the timer runs out before the player finishes the level, it results in a game over.
7. The player can collect gems to increase their final score.
8. There will be traps, such as falling and disappearing platforms.
9. The goal in each level is to reach a house, which marks the level's completion.
10. There are no healing items in the game.
There are two types of enemies: flying enemies and ground enemies. The Enemy AI operates in three different states, which shift based on specific conditions. Detailed information about these states is provided in Chapter 1.9: Enemy AI.
To enhance the game's difficulty, falling and disappearing platforms are introduced. These traps are triggered when the player steps on them. To increase the challenge, these trap platforms are visually indistinguishable from regular platforms, keeping players on their toes.
Spikes serve as an additional obstacle, dealing damage if the player steps on them. This mechanic is implemented in various ways, such as spikes appearing after the player activates a disappearing platform.

Froggy

Griffin
Froggy is a poisonous frog that can harm and kill Mr. Foxy. It moves around the level by hopping and has a smaller aggro range compared to other enemies. Froggy's animations include hopping to navigate the environment.
Griffin is a powerful eagle that attacks anything within its line of sight. It has a larger aggro range than Froggy and pursues the player relentlessly. Griffin's animations involve flying through the level.



2. AI pathfinding
3. Enemy State
4. Player health and damage
5. Enemy health and damage
6. Pass the level or Game over UI
7. Collectables gem for level score
8. Tile map
9. Player controller for mobile
10. 3 different levels with 2 different themes
11. Player movement
12. Moving platform
13. Disappearing platform
14. Traps



















Transitioning from 3D to 2D game development posed significant challenges. For instance, implementing the player controller, a fundamental feature, took nearly three days to complete. Similarly, the enemy AI, a core game mechanic, required approximately two weeks to fully develop. Unlike in 3D games where NavMeshAgent can be utilized, creating a 2D enemy AI necessitated additional time to identify and implement the appropriate algorithms.
While this project relied on online asset stores for resources, finding suitable and high-quality 2D assets proved difficult, adding to the development challenges.