Moko
2D arcade platformer— downloadable on itch.io
Vikor Gjorgjeski, Oskar Lazar, Fea Schirrmacher, Leon Schurer
Gameplay Trailer

System Design
Challenge
In Moko, the gameplay revolves around directional and force-based jumping, with the primary intuitive direction being upward. To maintain a fast-paced environment, it’s crucial that the world prompts quick actions from players. The objectives include achieving high scores, with points earned through specific actions. Equally important is the introduction of potential failure scenarios, adding an element of challenge. Additionally, the game design should incorporate pivotal decision points that engage players in meaningful ways.
Workflow
Our team engaged in a series of productive thought experiments, constantly building upon each other’s concepts. We mainly designed on an analog basis to quickly convey our thoughts and ideas while giving others the opportunity to engage with the concepts hands-on.







Solution
Central to our design is a V-shaped pit that serves as the game’s physical layout. The steep side walls feature platforms for both landing and takeoff. These walls gradually move towards the pit’s bottom. Being trapped in the pit results in a player’s demise, compelling them to move upwards. Survival alone yields no points. Players can jump against unpredictably descending targets to fragment them into smaller targets, earning points in the process. The scoring system introduces complexity: smaller targets offer fewer points, while successfully initiating a combo by consecutively hitting targets of any size enhances the score multiplier. The combo is maintained as long as targets are hit within a brief timeframe.
The pivotal aspect lies in the pit, the riskiest zone where most targets land. To maximize points, players must:
- Master mid-air target hits through skillful jumping.
- Sustain their combo with timely target collisions.
- Embrace calculated risk by venturing into the pit, where the majority of targets accumulate.
- Keep smaller targets within reach to keep up to replenish their combo when in need.


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