Ok, so I don't have a lot of time to spend building multiple levels.
A solution I've come up with is to create a single level with variations each time the game is played.
Some variations I've devised so far are;
- Jumping platforms that semi-randomly extend or retract on game start
- Variations in enemy placement and types on game start
- Variations in power up placement and types on game start
Some other ideas;
- Each level will have a set number of objectives
- Objectives are tallied and converted to points upon game completion
Some objectives may include;
- Water-pumps repaired - rewards granted for number of water pumps repaired
- UV lights repaired - rewards granted for number of UV lights repaired
- Power ups collected - reward granted for power ups collected
- Enemies exterminated - reward granted on number of enemies killed multiplied by bonus for enemy types
- Level completed in - reward granted based on how quickly the level was completed
A score is tallied the end of each level as CuteRobo activates the anachronistic "finish work punch card machine"
Power ups are represented by color coded software chips CuteRobo can load and grants a temporary performance bonus.
CuteRobo will also be able to collect equipment that will grant special abilities such as;
Glove types;
- Grabbers - allows CuteRobo to pickup some objects
- Punchers - allows CuteRobo to punch enemies
- Shooters - allows CuteRobo to shoot projectiles at enemies
Boot Types;
- Runners - allows CuteRobo to run faster
- Jumpers - allows CuteRobo to jump higher
There's obviously room for more, but I want to limit the games scope so these will do for now.
May introduce more stuff if I make subsequent versions of the game.