C++Man
A downloadable game for Windows
W - Forward
Q - Turn Left
E- Turn Right
S- Turn Back
1/2/3 - Usable inventory slots
1. Actors and Objects
All entities in the game that interact directly, move, or have a specific function.
- Main Character (Player): The main avatar controlled by the player. It features Health and Speed stats, along with a 3-slot inventory. At the start of the game, it can be customized as High Health/Low Speed or Low Health/High Speed.
- Standard Enemy: An AI that chases the player directly using a NavMesh, dealing damage and applying Knockback upon physical contact.
- Blocking Enemy: A tactical AI that, instead of heading directly toward the player, calculates the player's speed and direction to run ahead and cut off their path, blocking their progress.
Collectibles:
- Score Item: The primary progression items that increase the player's score when collected.
- Speed Potion: An item that, when used, grants the player a massive temporary speed boost (4 seconds).
- Vision Potion: An item that, when used, temporarily makes the solution to the maze visible (5 seconds).
- Ghost Potion: An item that, when used, makes the character transparent, allowing them to pass through enemies without taking damage (5 seconds).
Environmental Actors (Environment)
- Accelerator (Speed Pad): A power-up that provides an instant speed boost (1 second) the moment it is stepped on.
- Locked Door: A barrier that blocks the progression path and will not open until a specific score is reached.
- Victory Object: The final endpoint that marks the end of the maze and finishes the game.
- Blocking Enemy (Environmental variant): Intercepts the player on the map, forcing them to change their route. (Note: Listed as an environmental obstacle in this context).
2. Space & Story
- Space: The game is played in a 3D environment from an isometric or Third-Person camera angle. The map consists of narrow corridors, wide escape areas, hidden corners, and locked zones designed to test the player's skills. Menus (Main Menu, Character Selection, Victory Screen) ensure smooth transitions in the game flow.
- Story: One day, due to a piece of code he was working on, C++ Man gets trapped inside his own project. The project is made entirely of his own spaghetti code. This code is so convoluted that it resembles a literal maze. As C++ Man tries to escape this labyrinth, he must also evade the bugs (errors) lurking within the code.
3. Goals
The objectives that drive the player into action.
- Primary Objective: To reach 15 points by collecting Score Items on the map, open the Locked Door, and complete the level by reaching the end of the maze.
- Secondary Objectives:
- To survive against Standard and Blocking enemies.
- To develop a strategy for using the right potion at the exact right time.
- To memorize the best route through repeated playthroughs to achieve the highest possible score.
4. Mechanics
The actions and systems the player can utilize to achieve their goals.
- Character Customization (Trade-off): Before starting the game, the player determines the character's stats using a Slider. A high survival chance comes at the cost of slow movement, while a fast escape ability comes with fragility.
- Advanced Movement: The player moves using the Q, W, E, S keys. Using a retro "Quick Turn" feature, the player can instantly change direction 90 degrees left or right, and 180 degrees backward.
- Dynamic Inventory System: The player has 3 visual slots on their screen (UI). When potions are picked up from the ground, they fill these slots and are consumed by activating them with the 1, 2, and 3 keys.
- Status Effects: When a player consumes an item, they experience temporary physical changes (speed boost, transparency) or environmental changes (hidden objects becoming visible).
5. Rules
The physical and logical boundaries of the game world.
- Door Lock Rule: If the player does not have exactly 15 points, the door absolutely will not open and will turn the player back.
- Damage Rule: Unless Ghost mode is active, any physical contact with an enemy results in immediate health loss and causes the player to be knocked back.
- Capacity Rule: A maximum of 3 items can be carried in the inventory. If the slots are full, a new potion cannot be picked up from the ground.
- Death Rule: When the character's health drops to zero, all movement ability is lost, and the "Game Over" screen is triggered.
| Published | 14 days ago |
| Status | Prototype |
| Platforms | Windows |
| Author | emresolak |
| Tags | 3D |
| Content | No generative AI was used |
Download
Download
C++Man.rar 338 MB

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