a.world

User/Player Story:

You win by getting to the goal flag
You are in the Challenge Room.
You get one point for reaching the goal.
You can move left and right.
You explore to the left and find a dead end.
You explore to the right and find the goal.
You reach the goal you are warped to the Point Room.
You are in the Point Room. Here you can spend points to unlock things.
You can only unlock Jumping with one point.
You can reach a new goal in the Point Room using jump.
You collect the goal in the Point Room.
You gain a point and move to a new area.
You are in a new area similar to where found the first goal.
You see a gap you must pass by jumping to reach the goal.
You now have two points.
You are warped back to the point room.
You can afford the clock or the timer by using two points.
If you pick the Clock leaves a stopwatch going, also passively generating a point for every minute player.
The other adds a timer for all the following challenges.
You select either or neither of them.
You continue by getting the goal in the Point Room.
You are in a new area which has two gaps you must clear reach the goal.
You reach the goal and get another point.
If you have the timer, you get an additional point for reaching it in under x seconds.
You return to the point room.
You have new purchase options that affect how difficult and long the challenge will be.
How long the challenge is and how you have raised the difficulty grant additional points for the goal in the challenge room.
You died in a challenge after making it difficult. You restart in the point room right before you made any purchases and entered the next challenge. You see a new option for sale, permadeath. You are crazy like Jacob (or you are Jacob) and you go for that.
You return to the point room and have some additional options, one of them is “Vault”, where you can place points so if you fail in a challenge you don’t lose them. You save up for that right away, having died rushing on a more difficult timed gap jumping challenge with permadeath and having to start all over. One of the other new options reads: “Go Online”.
You run challenges, save up the points to select it after picking some other effects for your challenge.
When you go online, other players can enter your room and earn points in your world and for your world.

See Angry Bread, The Document for the original musing before migrating here.
I will likely need to migrate them back until I have the n2-n up for the AB wiki.

a.world is a working name for a customizable / shareable configuration game

The game will focus on a steam release, using as many steam features as possible to help create a playerbase for AngryBread.

Mason Young knows more about this idea and can elaborate as needed, and has started to do so below:

This is a platformer game that focus on super high frame rate platforming and takes inspiration from the following sources and more I can’t think of in no particular order:

Drop to Shop, Grow Milk, Be Strong, Oof No Roof (qst0)
a.gunna, a.sector, a.defender
The Tower
Slight Chance of Sawblades
Downwell
Maple Story (Jumping Challenges)
Starcraft Bounds
Up Only (I haven’t played, just fortnite islands)
Getting Over It with Bennett Foddy
Geometry Wars
Diep IO

Stripped down to the very core focusing mainly on what the player wants to challenge themself with or show to their streamers etc. Everything is unlockable, the game starts as simple as we can possibly make it while still having some aesthetic hook, Geometry Wars comes to mind, so does diep io. But I’m not worried about this aspect, the game should be fun enough for game devs and platform enthusiasts even if your character was a square, which I think the player should be able to choose. 1 bit pallet, just a cube that can move to start. The rest can come as features.

This is a platforming arcade style game about platform game mechanics.

Same inputs you would have on a Steamdeck or PS5 / Xbox / Switch2 / controller.

One stick will be used for movement, the other to look or aim. The player can jump.

/* Sidebar on inputs and actions

The player should be able to change controller inputs however they would like using steam. But this would be something nice to add to a.beginning

The facebuttons will be used for menu shortcuts, such as reset level or emote.

You can also shortcut actions.

The shoulder buttons will be the four main actions.

These include Jumping, Shooting, Gathering and Special.

Yes, “Special” I literally have no idea what it does at this point, just going to be honest.

Hang on here with me I’ll figure it out.

If the player is someone like me, and they want to play in lots of different ways, you can let them. You can set move to the d pad and the actions to the face buttons for example jump could be x.

This could be a gimmick of the game even, you give the player four slots, each is an action they assign to a button on the controller. Then they choose how they want to challenge themselves.

*/

Goal Flag, or whatever icon the player has selected as their goal. 

The default will be a flag and they can unlock as many others as AI can create us.

The tutorial will give the player a bank of basic mechanics.

So serious am I about this adding mechanics thing, the tutorial will speak for me:

//

This continues and the player can unlock longer challenges that go further than a single screen and so forth until they have created whatever challenge loop they desire, then can farm that for points.

The player can unlock sawblades (or whatever, fireballs idk sawblades).

Once they unlock something that continues to be able to be regenerated and randomized as a challenge, they can remove other elements. Such as the gaps.

.

This is still confusing, so let me give an example and outline what would be needed to start and what it might look like.

The game will get way too complex very quickly, so refining what already exists and creating challenges and achievements to inspire play and sharing should be the primary focus.

It’s really that simple, but the player can choose to make it complex.

They do this by choosing to add new actions and elements that make it harder but possible to get a higher score! This will create player created game progressions which can be elaborated on with each development iteration. Players that make different choices will end up with different games they are playing. All essentially stemming from the same concepts.

/* Sidebar on Baseline Locomotion

Left and Right Movement and Jumping.

This creates the Baseline Locomotion of the game. The player can then choose to simply replay this growing difficulty of jumping platforming challenges with this locomotion and earn more points to spend on things that do not affect the locomotion.

Jumping and movement need to feel REALLY FLUID at the baseline, aka as soon as unlocked for this to be a nice game. We should aim for the jumping to feel great to the players that we pick up. Starting with ourselves. Although changing them will be possible with points, this will be the first impression.

There are sooo many things this can entail, including coyote time and how jump is affected by how long you hold the button.

*/

/* Sidebar on Randomly picked / Generated Challenges

The game uses generated challenges puzzles that have inputs that can also be tweaked with points. We will need a system for checking for validity of climbability even if that is just player testing them. But as the system becomes more complex etc…*/

/* Sidebar on Clock

The clock always starts at 0, even if you refuse to get it till much later. Although a secret clock can be saved for how long the player has been playing. This is a part of the game, but will also let us and other players see how long the player has played if they so choose.

*/

**