So, for reasons that may or may not be me being a silly person, I feel like forcing myself to use all the optional themes. And by "all" I do mean "all". That said my first idea, playing as a sentient and very intimidating hotdog launcher in the hands of various parallel universe versions of an NPC that needs to stop the "player character" by making the floor slippery, is not an idea I feel like using. I'm not sure 64x64 is a good resolution for a silly physics tower defense game. If anyone needs an idea and disagrees, feel free to use that idea.
So instead, I came up with a less silly idea: a platformer about switching between 2 versions of a building that are very similar but not quite the same ("parallel universes"), in a stealth mercenary context ("infiltration"), carrying a big noisy science gun ("you are terrifying") that can also be used to do a mini-jump by shooting downward ("recoil"). The reason for it being a platformer is so the gun recoil matters more and cause it's easier to make wet floors matter that way ("slippery"). I'd also like to emphasize alertness among enemies, including whether they actually saw the player character and whether they saw the character disappear into the other world. I'll probably limit how much the enemies can do beyond shooting and running sideways though, so that I don't have to do complex pathing. However, when not alert, I'd like the enemies to appear to chat with each other and buy hotdogs ("hotdogs") from nearby futuristic vending machines ("life of an NPC"). I'm not sure yet, but I may also put in dodge rolls and simple executions ("you are the weapon"). I'm hoping that combined with enemies not being too far from each other will also encourage players not trying to ghost their way through to not stop too often ("always moving"). Lastly, and this is a bit of a stretch, but if I have enough time after all this complexity, I'll all some narrative bits that emphasize how it feels to be going back and forth between 2 worlds that can easily be confused ("it's not really there"), though I guess that theme could also be how the NPC's see the player character?
Regarding making the game, I'm going to use SDL2 with a bunch of modules I keep around as my preferred wrapping, while trying out Emscripten for the first time. I'd also like to put less emphasis on lower tech and what old games look like (as the examples of past jam games seems to do) and more on what freedoms low resolution graphics allow. As such, I'm thinking the game map should scrap the tiles and just be fully drawn as a single image. That would also make terrain destruction easier if that mechanic turns out to make sense.
So far, I've mainly coded some setup and typed up some technical plans, but I've also made these pics for just seeing how things could look:
(How the player character might look while shooting, a possible guard type being relaxed, and a possible way to show a hint of what's going on in the other world to help players play more quickly)
(what the back walls and sky could look like in the full map image)
With these ideas in mind there's several things I'm unsure of:
-- The thread on game rating mentions "sub-pixels". Is it going to get complaints if I use semi-opaque pixels to help imply details in pixel art, such as trying to show the player character's head being curved in the back?
-- Similarly, are smooth gradients going to make it feel less "authentic" when scaled upward? I'm thinking a good default would be 4x scaling, which I don't think would break the gradients enough to make them not look smooth.
-- If I have enough time to add in explicit narrative elements, would it be too disruptive to the immersion to use title cards so I have more room for text? (so reading a sign would cause the full window to just render text until the player presses a button)