Flipper Flopper
Project type: BluSum Solutions GbR prototype
Teamsize: 8
Engine: Unreal Engine 5
Tasks: Game/creative direction, project management, game design, level design, 3C-design
Project Details
Flipper Flopper is a 2D speedrunning platformer developed as a prototype during my time at BluSum Solutions GbR. I conceived and oversaw the game's vision and concept, maintaining communication within the team. I designed and balanced the character controller, the level and general level design idea, the mechanics, and outlined the game's future scope. In Flipper Flopper, the character possesses slow acceleration but reaches a fast maximum speed. At full speed, the character can execute a 'bellyflop,' a dash-like maneuver that significantly boosts speed. The objective is to complete each level as swiftly as possible. Levels are intentionally designed to offer various routes and shortcuts, encouraging players to replay and experiment with different paths to discover the fastest route, maximizing the number of 'bellyflops' executed.
The future vision of Flipper Flopper was to create numerous levels with varied mechanics, featuring a trophy system for achieving specific times and a direct link to speedrun.com upon attaining the best trophy. However, development was halted after the completion of the initial prototype.
The Video at the top of the page showcases my personal besttime, try to beat it! :)
Work Examples
Since Flipper Flopper was created in about two weeks as a prototype / proof of concept, there wasn’t really a Game Design Document. I spent most of the time directly in the Unreal-Engine, prototyping and iterating the Level Design and Character Controller while communicating ideas to the team. So down below i tried explaining my thought processes while designing Flipper Flopper.
Concept and Unique Selling Point
After the first team brainstorm, we just had the following vision: a fast-paced platformer where a penguin jumps over ice floes. I quickly started thinking about how to get something unique out of the concept. Since the penguin would run on ice and penguins are kind of cute and clumsy creatures, i thought it could be cool if the character had a really slow acceleration and deceleration but high maximum speed. Coupled with cute and clumsy animations, the game should convey the feeling of walking on slippery ice and a comedic touch, playing into the strengths of penguins and the setting.
I wanted to take this concept further and make everything about the speed of the character. So i looked for ways to reward players for achieving the maximum speed. Penguins do this cute thing where they glide on their bellys, that gave me the idea for the bellyflop: A dash-like mechanic where the penguin starts gliding on his belly and gets a massive speed boost, only executable when having maximum speed.
After the programmers implemented the bellyflop, i started playing with the numbers and first level concepts. While playtesting, i automatically started trying to get to the finish line in the fastest way possible. After recognizing that i immediatly told the programmers to implement a timer to the UI. After implementing that, it already felt like a game with a working gameloop.
Afterwards I further developed the vision of the game, aiming to blend elements of Geometry Dash and Neon White, targeting a mobile and PC audience through an accessible but competitive speedrunning game. The goal would have been to get middle schoolers to play Flipper Flopper on their phone during school break, competing over gold medals and the highest rank at speedrun.com while putting cute skins on their personalized penguin.
Level Design
The level design allows players to save time by strategically using the 'bellyflop' and timing jumps to avoid obstacles. To make falling or colliding penalizing without requiring an immediate restart, a second path was created below the upper path. This lower path features obstacles to slow down the player, but shortcuts offer opportunities to return to the faster route. Multiple potential routes through each passage encourage experimentation, with coins indicating jump locations. Players can replay levels to refine their paths and discover shortcuts, embodying the core gameplay loop.
The red line represents possible paths for the player.
Upper path: less obstacles, big gaps offer opportunitys to fall down
Lower path: more obstacles to slow down player
Shortcuts: offer opportunitys to get back up through a skillcheck
Some of the possible routes through one section of the level