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WOODMAN FURY

  • PROJECT TYPE :             Game Jame (GGJ 2021 project)

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  • GAME ASSOCIATED :    WOODMAN  FURY (original)

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  • SOFT USED :                   Unreal Engine 4

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  • TEAM :                            Téo Gaillard, Samuel Do Nascimento                                                             Gonçalves, Rémi Dumas, Quentin Delmas

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  • TIME :                              72 hours

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  • ROLE :                             Game Designer & Level Designer

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 THE GAME

The house's key of a woodman (who is lookalike of Elvis Presley)  was stolen by a squirrel who hides in trees.

WIN CONDITION:

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Cut all trees within the alloted time to find the squirrel.

LOSE CONDITION:

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Don't cut all trees within the alloted time.

OBSTACLES:

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  • Rocks: If the axe hits a rock, it stops to spin.

  • Electrical pole: If the axe hits an electrical pole, the player is stopped during one second.

 INTENTIONS

We decided to challenge the player on his:

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ACCURACY:

Trees are near electrical poles and rocks.

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STRATEGY:

Some paths are available to let the player tries some strategies.

 THE LEVEL

The level has multiple paths to push the player to adapt his strategy at each new try.

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This first level has also the objective to be easier than the next levels.

woodman_fury_map.PNG

Map level 1

Woodman_Fury_path.png

The trees draw some paths to optimize the player's moves and don't push him into dead end.

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Also, at the beginning of the level, the rocks lead the way to go, in order to simplify it.

Critical Path

He can cross the level by passing through the rocks (in yellow).

 

He has to be precise to avoid them because they can stop him for a short time.

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Electrical poles (in red) are near trees, also to force the player to be precise.

Woodman_Fury_obstacles.png

Obstacles

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