The purpose of the game is to instill the values of conserving energy to anyone who plays the game. Unlike most "educational" games, this game does not out-right teach people how to "conserve," rather, it benefits the players who do, thus instilling the values.
I was only able to make the framework showcasing the main game mechanic: a fun, fast-twitch dodge and slam manuever.
The full game would include multiple levels, enemy types, and choices that reflect your actions. A player could choose to rely on consumable resources because it gives great benefits at the beginning of the game. But it also causes the enemies to scale in difficulty faster, as well as diminish in power over time. On the other hand, players who choose a more renewable path start off at a slight disadvantage, but end up scaling very quickly, and coming out ahead in the end. These features were not able to be implemented because I ran out of time.
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