a gif of gameplay

Starstruck

CS3152: Intro to Game Developmenet • Spring 2020 • Play the Game

Starstruck is a gravity-less puzzle platformer for one or two players, created by a group of Cornell undergraduates. Two astronauts connected by a rope, Nova & David, travel from galaxy to galaxy. Bouncing from planet to planet, they hop through portals, and avoid enemies to collect stars to fill their home.

I served as a programmer, focusing on the UI, and did some part-time design work.

The game trailer

Initial Prototyping & Brainstorming

Our initial inspiration for our game was the story of Laika, the first dog to be sent to space. What conceptually started as a dog on a leash playing fetch evolved into two astronauts connected by a rope collecting the stars. Jumping from planet to planet, they lasso around stars to fill their empty home galaxy.

In order to test the initial mechanics, we built a paper prototype. We simulated actions on a large foam board, with our characters being controlled with push pins connected by a rubber band.

paper prototype of the game
Our paper prototype

Designing Levels

Our level designs were assembled from a few actions. Manipulating the enemies, portals, and position and size of the planets allowed for engaging gameplay and interesting variance between levels.

paper prototype of the game paper prototype of the game
The core actions (top) and example level design combining actions (bottom)

Playtesting Prototypes

In our development cycle, we built several prototypes to playtest with gamers. With each prototype, we took notes and interviewed our playtesters and created new levels. The game went through a lot of big changes thanks to the player feedback.

Our first idea was for the rope to stretch like a rubber band. Although the rope physics were challenging to get right, we managed to implement a stretching rope. But after playtesting, players found it unintuitive and clunky, so we scrapped the stretching mechanism altogether.

paper prototype of the rope stretch mechanic
The rope was built using a chain of small objects, linked together at the end. Our original idea was to insert a new link somewhere in our chain to "stretch" the rope

The mechanic for collecting stars underwent a number of drastic changes:

star collection mechanism sketches
Our original intended star collection mechanic
sketches of planet movement controls
Two ways to map arrow key movement to rotational movement on the planets. [A] was the winner!

The control scheme for the game also went through a few iterations:

We had nearly a dozen playtesting sessions with different groups of people — it was helpful to get their feedback and input on the game and really fun to see them enjoy what we had built.

Demoing the Game

We demoed our final game at BOOM as well as the GDIAC showcase at the end of the semester in May 2019. Students, professors, and community members in the Ithaca community gather on Cornell’s campus to playtest the games built during the semester. Audience members vote for their favorite picks.

Our game ended up winning Most Polished, judged by staff members in the Game Design community, as well as Audience Favorite. Watching people co-op the game with their friends was incredibly satisfying and a lot of fun.

a gif of 2 astronauts in a video game going through a portal
A quick gif of gameplay

We also applied to BostonFIG’s indie game showcase, BostonFIG Fest. We were accepted and showcased our game in September 2019 to the indie game development community.

my teammates poking their heads out from behind the curtains at our BostonFIG booth a group photo at our BostonFIG booth
Our team at BostonFIG

Starstruck was a ton of fun to demo, especially watching friends (and strangers!) co-op together. When I have time to kill, I always use two player controls on the keyboard (one hand per astronaut) or co-op it with a friend.

Play Starstruck