A Chirp in Space Design History
Solo Project | May 2024
A Chirp in Space is my senior project, conceived out of an interest in exploring feelings of loneliness as well a player-controlled day/night cycle. The platforming mechanics revolve around the player's control over day and night. By directly engaging the player with environmental elements, the player feels isolated and small in comparison to the space around them.
The initial concept was relatively simple, but has been constantly expanded with "habitat" levels that behave as "mini-prototypes" of various game mechanics interacting with the core game mechanics. Likewise, the game was expanded with basic platforming mechanics, such as disappearing platforms, trampoline platforms, and moving platforms.
In A Chirp in Space, the player is an injured and flightless bird living on a space colony. Their family flew away to a new planet, leaving you behind. You use bird space technology, such as a planet rotator (day/night cycle control) and a boost jetpack (double jump) to collect Rocket Ship parts to repair your ship and return home.
Design Document
Watch the Trailer Below!
The initial gameplay loop was simple: the player would rotate between day and night to traverse platforming challenges and collect "Rocket Ship Parts" (shown as a yellow sphere above) to rebuild their Rocket Ship and return to their family.
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In this initial prototype, character movement, collection, doors and keys, and planet rotation was implemented.
At first, the player can only collect and return one rocket ship part at a time. This was done to prevent the player from getting stuck on one path, but was later updated to allow the player to collect multiple parts at once.
Players can rotate between day and night to traverse platforms. They can also grab day and night keys, which is indicated in the UI. These keys can open day or night doors, but can only be held at their respective times of day.
The first habitat I created rotated the camera when the player rotated between day and night. With this constraint, the player was tasked to complete a simple platforming challenge.
After further development, this habitat was removed from the game in favor of more engaging challenges.
An additional gear rotation challenge was designed. However, instead of guiding a ball through the gears, the player rotates and climbs along those gears to collect a planet key.
The initial sketch of the first level.
With a core gameplay loop built, a series of sub-levels, dubbed "habitats," were implemented. These rooms all focused on unique mechanics and challenges that helped break up the gameplay loop to keep players engaged. When a player completes a habitat room, they receive a planet key, which is not bound to day or night and opens planet doors.