The player assumes the role of PFFT-26, a small window cleaning robot in a high rise building. The world is seemingly coming to an end and your final wish is to stand at the top of the building one last time.
The way up has become more treacherous - overgrown vines and broken switches litter the ascent. In order to make it to the top using the window cleaning cart, the player has to clear the way by completing levels inside the building. These levels are accessible by broken windows on the building's front.
The humble cleaning robot assumes a new role as its cleaning fluid allows it to platform, stick to walls and propel itself through the air, but use too much and injure yourself and the adventure will end there.
PRODUCT
TEAM
I worked on this project with my classmate Damian Gierer. We shared the tasks relatively equally - both coding, making art and level designing - but Damian focused more on the tech aspects and I focused on the art.
PROCESS
In this module we had to combine game mechanics from two retro games. I picked Hunt the Wumpus (1972) and my group member Damian picked H.E.R.O. (1984). The game world was split into 2 areas - the outside and the inside of the building.
The multi-functionality of H.E.R.O and the spatial sense of the Wumpus were the driving inspiration for our game decay. To emulate the exploration aspect of the Wumpus we integrated a similar movement system through the outside building front. H.E.R.O. takes the lead with the movement and navigation through each level.
As this project was supposed to be a reimagination of a retro game we wanted to have a further layer of adaptation/modification in our narrative. The reinterpretation of a cleaning robot to a fighting platforming machine is supposed to mirror the process of remaking a game.
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