Sprinky (2003)

Sprinky is the second of two designs that began as a physics test by Matthew Wegner.
Matthew created all game design, core game scripting and level scenarios, design and construction. After seeing the playable title in action I created art content and new menus for the submission to the 2004 IGF.

The game features a high learning-curve and can be difficult to proceed. Playing the levels in order yeilds a logical progression of challenge and is more rewarding.

Work Contributed:
All art content
Menu Scripting


The first segment (design and coding by Matthew) of work lasted approximately 3 days, full time.
The creation and implmentation of art content lasted for approximately 2 - 3 weeks, part time work, resulting in the currently playable beta.

The original design of the game featured levels using a color-coded system for gameplay mechanics. Blue floors were available for tumbling, walking, jumping, etc. While falling over on a purple-colored floor resulted in a game over, and red floors could not have any contact at all.

The focus when adding art content was to give a variation of environments for the player to traverse, while keeping the original rules of surface contact. This proved a challenge in that the seperate environment themes did not carry the same logical communication as their color-coded counterparts. Using a good amount of imagination and design, we had to find ways to convey the same information to the player while making it both logical, and at least semi-universal between all levels.

© 2002-2003 Creath Carter and Flashbang Studios llc