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10 page pitch doc

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10 page pitch doc

  1. 1. CHARACTERS AND CONTROLS THE GAME ONLY CONSISTS OF TWO INITIAL CHARACTERS, ONE BEING agent Slick; THE HEROIC FIGURE controlled by the Player and the other being the EVIL NINJA ENEMY THAT the player has TO DESTROY. aGENT SLICK IS A BRITISH INTELLIGENCE AGENT SENT ON A MISSION to SHANGHAI, he’s there to INVESTIGATE AN ABANDONED WAREHOUSE THAT MAY HAVE BEEN INHABITED BY AN ENEMY FORCE. The evil ninjas are a part of this enemy force, a group by the name of DIREN JUNDUI. their leader is kantura, an escaped prisoner currently in hiding but he’s planning something catastrophic to liberate his desired freedom. The evil ninjas are his protectors and to get to kantura, Agent slick will first need to single handedly get past his ninja army using only his gun to defend himself from their sharp ninja stars. tHE characters STAY THE SAME THROUGHOUT BUT THEIR FUNCTIONS MAY CHANGE slightly, Agent slick’s weaponry may upgrade or change form as the player progresses throughout the levels but he will only ever fire bullets for attacking and defense. it's THE SAME FOR THE NINJAS, THEY MAY SPAWN QUICKER IN LAREGR QUANTITIES AND THEIR NINJA STARS MAY DO THE SAME BUT THEY NEVER FIRE ANYTHING ELSE, THEY ONLY EVER SHOOT NINJA STARS. The Ninja’s are seen as static for a lot of the game, they shoot stars but don’t really move place whereas Agent slick can move forward and double jump onto platforms whilst simultaneously shooting at the enemy. The player uses space bar to jump and the enter key to shoot bullets, when the bullets hit the end of the screen they are destroyed in order to prevent spamming and a bullet reload limit was added to make it more challenging.
  2. 2. GAME WORLD The game play takes place in a set location and only consists of one world but does involve multiple levels that vary from one another. tHE ENVIRONMENT IS SUPPOSED TO APPEAL AS GRITTY BUT CLEAN, THIS IS PORTRAYED WITHIN THE ARTWORK. The game takes place within an abandoned warehouse, this is the hq of agent slick’s nemesis Kantura. AS THE AIM OF THE GAME IS TO ESCAPE THE WAREHOUSE THIS IS WHERE ALL OF THE LEVELS ARE PLACED. eACH LEVEL IS A DIFFERENT area or room OF THE WAREHOUSE which expresses variation but still displays consistency. They all evoke the mood

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