********************** Top-Down Runners ********************** Plumet (Armor Games) - https://armorgames.com/play/3897/plumet?tag-referral=running -Heavy usage of obstacles can get boring if there's not enough variety Busted Brakes (Armor Games) - https://armorgames.com/busted-brakes-game/18232?tag-referral=racing -Moving obstacles can make things much more interesting -Destructable and interactive environment makes the downtime far more enjoyable (destroying signs, scaring birds, etc.) -Simple objectives can make for good opportunities for unlocks (specifically customization options and hero/villain points) -A path to follow can help guide the player, and even just give them something else to do during downtime -Dangers should be marked as such with danger markers, flashing red color, or similar -Different heroes could react to obstacles differently (i.e. Tank could crash through solid obstacles while others cannot) Ski Runner 2 (Addicting Games) - https://www.addictinggames.com/funny/ski-runner-2 -Don't do drugs. ************************* Side-Scroller Runners ************************* City Escape 2 (Armor Games) - https://armorgames.com/city-escape-2-game/19007?tag-referral=running -Snappy controls -Get into a rhythm -Chain movements together -Speed boosts as rewards!! Cyber Chaser (Armor Games) - https://armorgames.com/play/15706/cyber-chaser?tag-referral=running -Lots of collectibles can be satisfying -- in moderation! -Make sure obstacles are very clear -Leveling system to unlock fancier upgrades? Loot Run [Lite] (Armor Games) - https://armorgames.com/loot-run-lite-game/18270?tag-referral=running -Bust through obstacles with the right timing Zrist (Armor Games) - https://armorgames.com/zrist-game/18314?tag-referral=running -Simple control schemes are better for reflex tests -Play with mechanics like lag, memory, and fog Run Soldier Run (Armor Games) - https://armorgames.com/play/1535/run-soldier-run?tag-referral=running -Clump/Spread mechanic is very interesting if controlling multiple NPCs -NPCs could be Flicky-style: tail behind you and give more points over time or upon depositing Marvin Spectrum (Armor Games) - https://armorgames.com/play/111/marvin-spectrum?tag-referral=running -Changing characters (or in this case, colors) on the fly can be very challenging -- lots of focus is required DuckLife3: Evolution (Armor Games) - https://armorgames.com/play/11512/ducklife3-evolution?tag-referral=racing -Use a mix of danger signs (obstacle here) and safety signs (obstacle everywhere else) to keep players on their toes in harder zones ************************* 3D Runners ************************* Pepsi Man (PlayStation 1) -The sheer chaos is brilliant, but likely won't work for a top-down game, sadly Sonic and the Black Knight (Wii) -Hack and slash as you run? Rodeo Stampede (Mobile) -Character idea - Poltergeist: Jumps from monster girl to monster girl, possessing and taking control over them -Only viable if enemies are a prevelent obstacle Flipping Legend (Mobile) -Interesting concept: you move forward when -- and only when -- you change lanes -Probably won't be used unless for a single character or a gimmick for a biome Wacky Spores: The Chase (PC) -Combat-focused; you fire your attacks while gameplay is paused, then gameplay unfreezes for a dodging phase for a few seconds -Very unique concept, but a bit too slow-paced for what I'm looking for ************************* Side-Scroller Racers ************************* Death Chase (Armor Games) - https://armorgames.com/death-chase-game/18229?tag-referral=racing -Always make sure the player gets *something* each run -Giving encouragement for cool moves ("Nice Landing!") is a good touch if there's a place for it; could add points or speed Dark Guardians (Mobile) -Time your button presses to attack at the perfect time? ************************* Top-Down Shooters ************************* Medieval Rampage 2 (Armor Games) - https://armorgames.com/play/4379/medieval-rampage-2?tag-referral=top-down -What if instead of a runner, it was a shooter? Everything still moves up with the giantess, but there are now enemies and fewer obstacles ************************* Mobile Game Screenshots ************************* -Perhaps a multi-lane system would be good if the game gets too chaotic? ********************** Overall Notes ********************** -General gameplay: -It's important to have snappy, responsive movement -The optimal state of flow is geting into a rhythm and chaining movements together -Speed boosts are sadly not viable for RFM since that would imply that the giantess speeds up, too -The more controls the player has to manage, the less reflex-oriented the gameplay should be (in other words, slow it down) -Changing characters may require too much focus; all abilities should be passive and in effect automatically when a hero is unlocked -NPCs: -NPCs could be Flicky-style: tail behind you and give more points over time or upon depositing? -Pikmin-style secondary control (perhaps mouse movement?) to loosely control where NPCs are relative to you -Runner with combat: -Hack-and-slash or shooter? Maybe both depending on the hero? -Monster girls (MGs) could be the primary (minor) threat -Killing them seems a bit much; perhaps simply pacify them somehow? -The giantess may be much less of a focus in gameplay, which is a big downside -One solution could be to make the MGs all stationary, basically acting as obstacles, themselves -Shooter with running: -Everything still moves up with the giantess, but there are now enemies and fewer obstacles -Obstacles: -Moving obstacles would help with variety, but use them sparingly until more difficult sections -Destructable obstacles and interactive environments are lots of fun; add them in where possible -Make danger warnings for upcoming obstacles and safety warnings for upcoming safe zones from obstacles -Mix these together in harder zones, but keep them separate until then -Different heroes behave differently with different types of obstacles -Water slows down some, speeds up others, and acts as a wall for yet others (due to aquaphobia, for example) -Weaker obstacles like wooden crates can be smashed through by some heroes -Thin walls can be vaulted by some heroes -Alternatively, all heroes can make it through the same obstacles with the right timing? -Hero idea - Poltergeist: Jumps from monster girl to monster girl, possessing and taking control over them Only viable if enemies are a prevelent obstacle NOTE: These are just some ideas I jotted down as I played. There's no guarantee that the final gameplay will even remotely reflect these ideas.