The Floor is Lava

Engine: Unity | Team Size: One | Duration: 4 weeks

The Floor is Lava is a 2D platformer prototype that I created in my free time while finishing up school. I spent most of my time coding the player movement for a fluid range of motion based off adjustable metrics. The overall goal of the game is to get from the start to the end of the level with optional pickups the player could gather along the way. I ran into challenges with the timed score as I couldn’t get it to display on screen how I wanted it to. Trying to complete this challenge, along with my final month of school proved to be difficult, but I think that final result turned out decent.


Character Design

The design of this character is loosely based off a combination between Meat Boy from Super Meat Boy, and Madeline from Celeste. The player slides down walls at a quick pace, but it allows players to think for a second of what they want to do. The character is very controllable in the direction they are told to go while in the air or on the ground.


Camera Design

Character movement and the challenges I wanted the player to face were the deciding factors in creating a Celeste-like camera system. This allows the player to focus on one screen at a time, allowing them time to think through how they can overcome each challenge. This design decision allowed me to create single screen levels with set dimensions, meaning I could focus on creating one room at a time, instead of an entire level or area.


Level Design

Room 1

This level is used to introduce the player to the basics of the game. The player will learn to run left and right and to jump. I use two different gaps the player must get across. If the player dies, they simply respawn at the beginning of the room.

Room 2

Level 2 is meant to teach the player about wall jumping. The player has two different wall jumps they can do by jumping from wall to wall. The player has an optional coin pickup they can gather with the skills they have learned.

Symmetrical room

This level was designed to be symmetrical. I wanted the player to think more about the actions they were taking. Every action that the player does on one side, they can re-think those decisions on the other side. There is also a path to a bonus room that contains a coin.

Optional Room 2

The second optional room is a difficult challenge that the player must overcome with the skills they have learned. There are two coins for the player to collect using their knowledge of the wall jump and wall grab mechanics.

Final room

This final room was meant to add a little difficult on the jump precision. Every block is large enough where if the player can’t land on top, they have an opportunity to wall grab and get on top of the block.