GAME 1303 Game Pitch Analysis


Companion documents


Source: "Game Pitch Discussion" board (posts Aug 25 – Sep 1, 2026). Instructor whiteboard photo from Sep 1 used to confirm the class-agreed categories (2D / Puzzle / Narrative / 3D) and the Unity component vocabulary (GameObjects → Transform; Components: Rigidbody2D, Player Input, Script, Animator; Mechanim animator with idle/walk/run states).


Part 1 — Games by student

# Student Game Type (whiteboard column) Perspective One-line summary
1 Lazaro Garcia Apep's Trial 3D/2D hybrid First-person 3D switching to 2D side-scroll or top-down Magic construct replaces Ra on his nightly barque journey to stop Apep. Dash/air-dash, double jump, glide, sprint. Core mechanic is the camera switching between 3D and 2D. Refs: Fez, Shady Part of Me, Risk of Rain 2.
2 Amarion Wilson The Magnet 2D Side-scroller Single-player Sonic-style side-scroller. Hero has magnet gloves that pull metal items toward him; fights masked criminals up to a boss named "Blaster." Student self-describes as new and wants it simple. Has pixel-art sprites already (Magnet, Blaster, Masked Criminal).
3 Zachary Thompson Missile Man! 2D Side-scroller Side-scrolling beat 'em up / action-comedy. Hero refuses melee; builds momentum by running, then launches himself at enemies.
4 Rhys Watson Cozy Critters 2D Single screen / small area Tamagotchi-style pet sim with no death anxiety. Pet idles and walks; player performs care actions that raise happiness and change the pet's nature. One area; species and customization undecided.
5 Sylvia Lee Commission Witch 2D Side-scroller Simple Mario / Hollow Knight platformer, gothic-Halloween theme. Witch gathers plant ingredients while avoiding ghosts; different endings based on what and how much you collect. Instructor notes: order received → gather ingredients → mix & recipe check; question of "bad ingredients"; ghosts move around but you don't touch them.
6 Tony Williams Zap Attack!! 2D (2.5D look) Side-scroller Fast trial-and-error precision platformer (Super Meat Boy, Pizza Tower). Blobby the Electro Slime dashes through enemies, rides power lines, unlocks homing attack / slam / machine operation. Unlimited lives. 4 sectors × 10 levels, hub towns, bosses on level 5 and 10, 5th level locked behind collected "green electricity." Online time-attack. Most ambitious scope in the class.
7 Sanad Ammari Store Simulator (name from whiteboard; post is images only) 3D First-person Shop/management sim. Refs: Supermarket Simulator, Gas Station Simulator, Escape Simulator, Cash Cleaner Simulator. Stock shelves, serve customers, earn money.
8 Kathryn Groover A Spark of Corruption 2D Side-scroller Action-adventure platformer (Nameless Cat, Hollow Knight, Celeste). Four party members with roles: Fire Aprice (attack), a Servant (support: flying/moving objects), an Archer (support: stealth/distraction), a Sorcerer (attack/support: elemental). Shadow-blob enemies. Four worlds with palettes: Fiery Kingdom, Forest, Ruins, Starry Wastelands. Strong art already done.
9 Nicholas Murley Conquer the Cutthroat Course 2D Side-scroller Single trap-filled obstacle course that ramps in difficulty. No timer, 3 lives. Traps: saw blade, fire, acid pit, spikes, crushers, electricity zones (jump too high and you're shocked). Funny SFX on final death.
10 Julian Vargas Hot Air (untitled; whiteboard says "Hot Air") 2D Side-scroller Physics platformer: runaway hot air balloon with limited fuel and a grappling hook. Wind pushes you through the level; manage fuel, grapple to avoid obstacles, reach checkpoints.
11 Joshua Freeman Roach Invasion 2D Side-scroller Collectathon platformer. Swap between 4 insects (different HP: 5/3/2/3, and abilities — one flies) to suit each hazard and enemy. Collect all plant-based items; evade mutated roaches. Sketched level has ladders, spikes, gaps.
12 Fozaan Sheikh MythoClash Narrative (whiteboard) — realistically 2D arena combat Side-view Hero fights mythological monsters across multiple pantheons. Fight or skip (max 3 skips; skipping raises chance of tougher foe). Earn Drachma (XP) to unlock levels. 3 levels per world, ~12 opponents per world. Detailed asset plan already (38 visual, 6 audio, 4 background/NPC). Pixel art done: hero, hydra, Ammit-style croc, wolf, serpent.
13 Andraya Rhoads Anabasis Narrative 2D exploration Ghost between life and death regains memories. Explore, make decisions, solve puzzles, multiple endings. Monochrome/ink mood board. Class idea (Jax): dialogue choices change the world's imagery.
14 Marcelo Diaz Stardust (placeholder) 2D Side-scroller Action platformer (Mega Man ZX ref). Dash, jump, attack; combo counter — consecutive hits raise damage.
15 Chris Acosta Last Delivery Puzzle Top-down 2D Food-delivery robot goes from A to B across a wasteland; monsters try to intercept and steal the food. Ref: Crossy Road.
16 Mena Rofail Detective Liz: Haunted Case Narrative 2D Detective uses a flashlight to fight ghosts while investigating a five-story abandoned building. Class ideas (Jax): flashlight battery, a recharge that requires standing still (vulnerable), and harm from staying in the dark too long. Has a PPTX pitch attached.
17 Jax Keenan Weenie(dog) Maze Puzzle Top-down 2D Snake-with-a-twist: a dachshund navigates a maze eating treats and growing without running into itself.
— J Marshall Pittman (instructor demo) Cephalopods in Space! — 2D cockpit Octopus pilots a custom spaceship; attend to controls and watch the display to survive perils. Multitasking/attention game.

Count: 17 student pitches. 12 are 2D side-scrollers of some kind, 2 top-down puzzle, 2 narrative-first, 1 pet sim, 1 3D sim, 1 3D/2D hybrid.


Part 2 — Games by type

A. 2D side-scrolling platformer (the big cluster — 9 games)

Commission Witch (Sylvia), Zap Attack!! (Tony), A Spark of Corruption (Kathryn), Conquer the Cutthroat Course (Nicholas), Hot Air (Julian), Roach Invasion (Joshua), Stardust (Marcelo), The Magnet (Amarion), Apep's Trial 2D sections (Lazaro).

Sub-flavors:

B. 2D side-scrolling combat (non-platformer or platformer-light — 2 games)

Missile Man (beat 'em up), MythoClash (one-on-one monster fights).

C. Top-down 2D puzzle (2 games)

Last Delivery (Chris), Weenie(dog) Maze (Jax) — both grid/lane-based movement with an A-to-B goal and things that get in the way.

D. 2D narrative / exploration (2 games)

Anabasis (Andraya), Detective Liz (Mena). Both need dialogue, branching choices, interactable objects, and a light/dark or mood system.

E. Simulation (2 games)

Cozy Critters (2D pet sim — needs stat/timer loop, not platforming), Store Simulator (3D first-person — the outlier).

F. Hybrid

Apep's Trial — first-person 3D + 2D; realistically will use the 2D platformer kit plus a camera-mode switcher.


Part 3 — Script inventory

Naming follows Unity C# conventions. "Used by" lists which games would drop each script in more or less unchanged.

Tier 1 — Core kit almost everyone uses (write these first)

Script What it does Used by
PlayerController2D Rigidbody2D + new Input System; horizontal move, jump, coyote time, jump buffer, variable jump height, ground check via overlap box, flips sprite. Exposed moveSpeed, jumpForce. All 9 platformers, Missile Man, MythoClash, Apep's Trial (2D mode)
PlayerAnimatorBridge Feeds speed, isGrounded, yVelocity, triggers (jump, attack, hurt) into the Mechanim controller with idle/walk/run/jump/fall states from the whiteboard. Every game with a character sprite (15 of 17)
Health maxHealth, currentHealth, TakeDamage(), Heal(), invulnerability frames, OnDied / OnHealthChanged UnityEvents. Works for player, enemies, bosses. 13 games
DamageOnContact Hazard/enemy trigger that calls Health.TakeDamage with a damage value and optional knockback. Tag/layer filter. All platformers, Cutthroat Course, Last Delivery, Missile Man
Checkpoint + RespawnManager Trigger sets last checkpoint; on death, teleport player, reset velocity, restore health. Optional lives counter. Zap Attack, Cutthroat Course (3 lives), Hot Air, Roach Invasion, Spark of Corruption, Stardust, Magnet
Collectible + CollectionTracker Trigger pickup, plays SFX, increments a typed count (ScriptableObject ItemType), fires UI update. Supports "collect N to unlock." Commission Witch, Roach Invasion, Zap Attack (green electricity), Weenie Maze (treats), Cozy Critters (food), Store Sim (stock)
CameraFollow2D (or a Cinemachine 2D preset) Smooth follow with dead zone, level bounds via Polygon Collider confiner. Every side-scroller and top-down game
LevelManager / SceneLoader Load next level, reload on death, return to hub, fade transition. All
GameManager (singleton) Pause, score/lives, persistent state between scenes. All
AudioManager Play SFX / music by name; one-shot pool. All (Cutthroat Course's funny death sound, MythoClash's 6 audio assets)
HUDController Health bar, lives, collectible counter, timer text. Subscribes to Health and CollectionTracker events. All
MovingPlatform Waypoint mover; parents player on contact. Most platformers
ParallaxBackground Layered background scroll relative to camera. All side-scrollers

Tier 2 — Enemy & combat kit

Script What it does Used by
EnemyPatrol Walks between two points or until an edge/wall check fails; flips. Commission Witch ghosts, Magnet criminals, Roach Invasion roaches, Spark of Corruption shadows, Stardust, Zap Attack
EnemyChase Detects player in radius/line-of-sight, moves toward, returns to patrol. Last Delivery monsters, Detective Liz ghosts, Roach Invasion, Missile Man thugs
FloatingEnemy Sine-wave hover / free 2D movement ignoring gravity. Commission Witch & Detective Liz ghosts, Roach Invasion flying roaches
MeleeAttack Attack input → animation trigger → overlap circle at hit point → damage. Cooldown. Stardust, Spark of Corruption, Magnet, MythoClash, Missile Man
ProjectileShooter + Projectile Spawn prefab at fire point with speed and lifetime; hits call DamageOnContact. Blaster boss (Magnet), MythoClash, Spark of Corruption (archer/sorcerer), Stardust
ComboCounter Tracks consecutive hits within a window; exposes damage multiplier; resets on miss/hurt. Stardust (core mechanic), useful for Missile Man & MythoClash
Knockback Applies impulse away from source; brief control lock. Most combat games
BossController Phase-based state machine (idle → attack pattern A/B → vulnerable), health thresholds change phase. Magnet (Blaster), Zap Attack (sector bosses), MythoClash, Spark of Corruption
Hitbox / Hurtbox pair Standard separation so attacks and damage taken don't collide with each other. All combat games

Tier 3 — Movement extensions (drop-in modules for PlayerController2D)

Script Mechanic Used by
Dash Burst in facing/input direction, i-frames optional, cooldown, air-dash count. Apep's Trial, Zap Attack, Stardust, Spark of Corruption
DoubleJump Extra jump count reset on ground. Apep's Trial, Spark of Corruption, Roach Invasion (some insects)
Glide Hold jump while falling → clamped fall speed. Apep's Trial, Roach Invasion (bee)
Sprint Hold to multiply speed. Apep's Trial, Missile Man
MomentumLauncher Speed builds while running; at threshold, press to convert velocity into a body-slam attack; damage scales with speed. Missile Man (core), Zap Attack (dash-through)
WallSlideJump Wall detection, slide speed, wall jump. Zap Attack, Stardust, Spark of Corruption
Ladder Enter climb state on vertical input; disables gravity. Roach Invasion, Detective Liz (five stories), Spark of Corruption
GrapplingHook Raycast to anchor layer, DistanceJoint2D / SpringJoint2D swing, reel in/out. Hot Air (core); reusable for Spark of Corruption servant
FuelSystem + BalloonController Fuel depletes on thrust; buoyancy force up; WindZone2D applies constant AreaEffector2D force. Hot Air
MagnetPull On hold, find objects on "Metal" layer within radius and pull them toward player; can yank enemy weapons/shields. The Magnet (core)
RailRide Snap to a spline/edge collider and travel along it. Zap Attack (power lines)
CharacterSwapper Holds a list of character prefabs/stats; hot-swaps active controller, keeps position, updates HUD portrait. Roach Invasion (4 insects), Spark of Corruption (4 party members)

Tier 4 — Hazards & level pieces (Cutthroat Course is the showcase; others borrow)

Script Used by
SpinningSaw (rotate + DamageOnContact) Cutthroat Course, Zap Attack
SpikeTrap (static or timed pop-up) Cutthroat Course, Roach Invasion, Stardust
Crusher (piston on timer) Cutthroat Course
FireHazard / AcidPool (kill zone, optional DoT) Cutthroat Course, Roach Invasion
ElectricZone (ceiling shock if player y exceeds threshold; also fits Zap Attack's electric theme) Cutthroat Course, Zap Attack
Breakable (health-driven destruction) Magnet, Stardust, Spark of Corruption
Door / Lock (opens when CollectionTracker ≥ N or key held) Zap Attack (generator door), Commission Witch, Detective Liz, Anabasis
LevelSelect + LevelUnlockData (ScriptableObject) Zap Attack (sectors), MythoClash (Drachma gates)
TimerHUD + local best-time save Zap Attack (time attack), Cutthroat Course optional

Tier 5 — Top-down / grid kit

Script Used by
TopDownMover (8-dir Rigidbody2D, no gravity) Last Delivery, Apep's Trial (top-down mode), Cozy Critters pet
GridMover (step on input, snap to tiles, wall check) Weenie Maze, Last Delivery if lane-based
SnakeBody (list of segments follows head; self-collision = fail; grows on treat) Weenie Maze (core)
LaneSpawner (spawns obstacles/monsters along lanes at intervals, Crossy-Road style) Last Delivery
MazeLoader (reads a text/2D array into Tilemap) Weenie Maze, Last Delivery
DeliveryObjective (carry item; lose it on hit; deliver at goal trigger) Last Delivery

Tier 6 — Narrative kit

Script Used by
Interactable + InteractionPrompt (press E when in range) Anabasis, Detective Liz, Commission Witch (order board), Cozy Critters, Store Sim
DialogueRunner + DialogueData (ScriptableObject lines, speaker, portrait, choices) — or adopt Yarn Spinner / Ink Anabasis, Detective Liz, MythoClash intro, Zap Attack hubs, Commission Witch endings
ChoiceFlagManager (string→bool/int flags persisted across scenes) Anabasis (choices reshape world), Commission Witch (endings), Detective Liz
EndingSelector (evaluate flags/counts → load ending scene) Commission Witch, Anabasis, Detective Liz
WorldStateSwapper (swap tilemaps/sprites based on flags — Jax's "imagery changes with choices") Anabasis
Flashlight2D (URP 2D spot light follows aim; toggle; battery drain; Recharge requires standing still) Detective Liz
DarknessMeter (accumulates while outside light; harms player past threshold) Detective Liz
LightSensitiveEnemy (ghost takes damage/flees while inside light cone) Detective Liz, Commission Witch variant
PuzzleSwitch / PressurePlate / PushBlock Anabasis, Apep's Trial
FloorTransition (stairs/elevator between five stories) Detective Liz

Tier 7 — Simulation kit

Script Used by
NeedStat (hunger, happiness, energy — decay per second, clamp, events) Cozy Critters
PetBrain (idle/wander/react state machine; mood from stats affects animation set) Cozy Critters (uses the Mechanim idle/walk pattern)
CareAction (feed/play/clean buttons that modify NeedStats) Cozy Critters
PersonalityTracker (long-run averages shift "nature") Cozy Critters
SaveSystem (JSON to persistentDataPath; time-since-last-play offline decay) Cozy Critters, Zap Attack, MythoClash
FirstPersonController (CharacterController, mouse look) Store Simulator
PickupCarry / ShelfSlot / Register / CustomerAI / Economy Store Simulator only

Tier 8 — Specialty

Script Used by
CameraModeSwitcher (lerps between 3D perspective rig and 2D ortho rig; swaps active controller & input map) Apep's Trial (core)
EncounterManager (present monster, fight/skip choice, skip counter max 3, difficulty roll on skip) MythoClash (core)
ExperienceWallet (Drachma; gates in LevelSelect) MythoClash
RecipeChecker (compare collected ItemType counts against a recipe ScriptableObject; flag bad ingredients) Commission Witch
MultiTaskStation (several timed gauges the player must keep in range) Cephalopods in Space (instructor demo)

Part 4 — Common themes and shared assets

Mechanics that recur across the class

Reference games the students keep naming (worth showing in class as design studies): Hollow Knight (×3), Celeste, Super Meat Boy, Mario, Sonic, Mega Man ZX, Crossy Road, Snake, Tamagotchi, Hades / God of War, Fez.

Shared art/audio assets that could be produced once

Students who already have significant art: Amarion (3 sprites), Kathryn (characters, enemies, palettes, world thumbnails), Fozaan (hero + 4 monsters + banner), Andraya (mood board), Tony (Blobby). Students with nothing visual yet who would benefit most from placeholder assets: Zachary, Marcelo, Julian, Chris, Jax, Mena, Rhys, Sanad.


Part 5 — Suggested build order for the shared script library

  1. PlayerController2D, PlayerAnimatorBridge, CameraFollow2D, ParallaxBackground — unblocks 12 projects immediately.
  2. Health, DamageOnContact, Checkpoint/RespawnManager, HUDController — every game can then "die and retry."
  3. Collectible/CollectionTracker/Door, EnemyPatrol/EnemyChase/FloatingEnemy — turns prototypes into loops.
  4. Dash, MeleeAttack, Hitbox/Hurtbox, Knockback, BossController — the combat cluster.
  5. TopDownMover/GridMover/SnakeBody — the two puzzle games.
  6. Interactable, DialogueRunner, ChoiceFlagManager, Flashlight2D — the narrative cluster.
  7. Per-game specialty scripts (GrapplingHook, MagnetPull, CharacterSwapper, CameraModeSwitcher, EncounterManager, NeedStat) as those students reach them.

Scope flags to discuss with students: Zap Attack (40+ levels, online leaderboards, 4 hubs) and Store Simulator (3D, AI customers, economy) are far larger than the rest; Apep's Trial's 3D/2D switch is doable but should be prototyped first before any content is built.