FlappiBulle
THE PITCH
In FlappiBulle, help a little bubble reach the surface, from the depths of the ocean. Roam your way through multiple obstacles, while keeping your air level on check, in order to reach the surface, and get the highest score !
THE TEAM
​​​​​​​Game Designer                Yoan Saboureau, Maxime Champroux, Mathis Pham
Game Programmer            Adrien Ribeiro, Alexandre Sanches Mateus, Justin Prat
Game Artists        Aida Menheim, Elliot Wattez, Alexandre Sanches Mateus
Sound Designer                                                       Mathis Pham, Adrien Ribeiro
Producing & Marketing                                                          Mathis Pham, Paul Martini
THE CONTEXT
As part of my studies at the IIM and in a team of 10, we realized a game that was inspired by the visual and technical identity of the Amstrad computer.
DETAILS OF MY WORK
ENEMIES
Five different enemies with different behaviors : 
SEA URCHINS : After loading the board, the sea urchin begins to fall slowly down the board moving from right to left. ANCHOR : Faster obstacle moving downwards. SWORDFISH : Entity that moves between 2 horizontal points at constant speed. MORAY EEL : Entity coming out of walls. FUGU : Static entity that inflates and deflates regularly.
If the player collides with one of the enemies, the game is lost and show the gameover Screen.
SCORING
The score increases when the player rises in a level and vice versa.
The score between two level is saved to allow the player to progress in any level.
PLAYER HEALTH
The player loses his oxygen over time, represented by the gauge to the right. If the oxygen level reaches zero, the game is lost.
To increase its oxygen level, the player can touch other bubble that rises slower than him.
    
ASSETS

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