Introduction

Summary

My Friend Ichabod is a simple platforming game about the Headless Horseman trying to befriend Ichabod Crane.

Inspiration

Super Mario Bros. Wonder

The OG 2D platformer, and still one of the best. Colorful and lofty physics. Seems simple on the surface, but modern Mario uses highly-variable platforming with precise timing to set a high skill ceiling.

Super Mario Bros. Wonder
Super Mario Bros. Wonder (Nintendo, 2023)

Celeste (Pico-8)

High polish, room-based 2D platformer. High difficulty, focuses on aerial mechanics with precise execution. A focus on difficult collectibles and score chasing (time, deaths) give it replay-ability.

Celeste
Celeste ( Matt Thorson and Noel Berry, 2015)

Summit (playdate)

High polish, room-based 2D platformer. Slow and deliberate platforming. Variable jump height, wall climbing, and progressively gain abilities. A lightweight, but emotionally impactful story about a brother that climbs a mountain in remembrance of another passed brother.

Summit
Summit (Pixelated Opus LLC, 2024)

Player Experience

The player will play as the Headless Horseman, running through Sleepy Hollow. They will collect candy on their way to meeting Ichabod Crane. Ichabod will be scared and run from the Horseman. Along the way there will hazards and platforming challenges. The Horseman can pick up pumpkins as heads, throw them, and use them as platforms. Ending will changed based on the number of candies collected to give to Ichabod.

Platform

This game will be developed for the Playdate handheld console

Development Software

  • VS Code + Playdate SDK and Simulator for programming
  • Aseprite for graphics and UI
  • Playdate SDK for SFX
  • Teenage Engineering Pocket Operators for music

Genre

Puzzle Platformer

Target Audience

As a casual puzzle platformer with spooky vibe, this will target casual gamers and speed runners

Concept

Gameplay Overview

Theme Interpretation

Preconceptions can cause people to be misunderstood.

Core Mechanics

Movement - Variable jumping, sharp horizontal acceleration curve, wall jumps.

Head - The Horseman can throw and pick up pumpkins. These pumpkins can be used as platforms, and the Horseman without his head is half the size, allowing for him to fit into small spaces.

Primary Mechanics

Ichabod Crane - Reaching Ichabod Crane is the goal of each level

Obstacles - The Horseman will need to avoid spike-y brambles, holes, and raccoons

Candy - Each level will have a piece of candy as a bonus objective

Time - Completion of a level will be timed and recorded

Secondary Mechanics

Lighting - Parts of levels will be dark, unless lit up by a light source. Light sources will mostly be stationary, but the Horseman's head can be lit up and be placed for more visibility.

Art

Theme Interpretation

This game will be developed for the Playdate, so this game will have 1-bit graphics. White will be the primary color, black the secondary, and two shades of grey for accents (through dithering black).

Design

The graphics will be black and white, which limits the amount of detail that can be included. The vibe will be spooky but cute. Lighting will be semi-dynamic in some levels.

Audio

General feeling is warm and cozy autumn. The tale is usually spooky, but the idea of the game is to invert that.

Music

Warm, pipe organ or jazz?

Sound Effects

Soft, warm effects. Crunching of leaves, puddles on cobblestone, light rain, and squishy impacts.

Game Experience

UI

Simple, polished. Stage-by-stage selection in a simple "overworld" map. There will be three save slots, and each new room will auto-save on the save slot.

Controls

  • D-pad to move the Headless Horseman
  • A-button to jump, and letting go of the A-button will shorten jump height.
  • B-button to throw pumpkin head or pick up head if the Horseman is standing next to a pumpkin
  • Crank to change light direction emitted from active pumpkin