The main goal was the player's ability to teleport and how to manage it.
The teleport system was created as a risk/reward tool, allowing you to destroy enemies if you teleport on them.
However, increasing your distance through teleporting means you can't anticipate what occurs ahead.
I implemented a magic point (MP) system which would cost a certain amount of magic to teleport.
Inspired by 'Super Smash Bros Ultimates' iteration of the 'Hero from Dragon Quest', I adopted a similar method to managing MP.
Every second the player runs, 1MP is generated and capped at the maximum capacity.
The next issue, as deciding how the player gains any progression during the playthrough?
Aside from implementing a distance score, I decided to added crystals which the player could collect to increase their maximum capacity.
The teleport mechanic enabled the player to backtrack if they missed a crystal. This allowed players to collect multiple crystals.
The complexity of the game and the chances of an immediate demise, I developed a health system to counter this.
I incorporated some single use abilities to increase survivability.
These consisted of a magnet which will increase the range that the player can acquire crystals, healing and invincibility.
I produced an array of enemies and obstacles for the player to overcome.
Some enemies inflicted health damage to the player and others damaged their magic value.
I had three enemies that dealt damage to the player. Red Lasers and Policebots would deal a single flower of damage.
The Captain Policebot (red) would deal three points out of the player's five.
In contrast Blue Lasers will negate some magic points instead of health.
Every adversary was designed so the player could jump over them if they timed it right or teleport past them.
If the player ran out of magic this gave them a chance to overcome the obstacle.
The main story has Sakura being locked up in a prison for being gifted with a supernatural ability.
The level structure has tiles with various abilities. Each platform has different coloured lights which dictate their behaviour.
There are seven types of platforms, yellow, police, red, blue, purple, green and grey.
Yellow tiles flash the word danger and then after a second they will plummet causing the player to jump or teleport to the next tile.
Police tiles have a chance to spawn both Policebots and Captain Policebots, red will spawn Red Lasers and blue, Blue Lasers.
Green tiles have a chance to spawn a pick-up, purples have a chance to spawn crystals.
Grey platforms are neutral and provide a brief respite and a sense of safety.
To help showcase when a player has landed on a platform the overall design will change the grey platform's colour to pink and leave the lights the same colour.
This became more important for the yellow platforms to indicate to the player they have landed on one and it will soon fall.
Tiles were designed in rows of three with a top, middle and bottom path.
This allowed the user to utilise their teleporting abilities to avoid enemies, by reaching a different elevation.