Concept, Play Design, Art and Programming
William H. Anderson
Additional Art by David Gonzalez, Derrick Gremillon and Jason Dube
Game Play Overview
The object of the game is to take your Fire Sprite on a journey through a number of unique puzzle levels on a quest to rid them of pesky ice formations , sounds easy enough, if it wasn’t for the fact that ice is his natural enemy and each level is a labyrinth of iron walkways, pipes, and valves that must be navigated carefully to survive.
Because this is a puzzle game where it is possible to get trapped or make costly errors in strategy, the player has the option of [Restarting] a level at any time by pressing [Esc] on the keyboard.
In Melting Point you play a cute little Fire Sprite as he sets out to clear ice blocks that are taking over his industrial world.
A tricky quest, for in this game he only has the ability to move left, right and down via normal gravity. So to navigate back up he will need to rely on other means found along the way.
At the start of each new level, your player is given (3) lives and must guard them carefully in a naturally hostile environment.
Shock Wave Push
The player has the ability to push some items around in the game by way of his Shock Wave Push. This is done by pressing the [Space Bar] on the keyboard.
Note that the player must be right next to the item he wants to push and each time the Shock Wave push is used it will cost (3) units of health.
The items that can be pushed are…
Score and Bonus System
As the player goes through each level in the game he will collect points for melting ice, setting off fireworks, using power-ups and collecting gems. He will also receive an extra (hidden) level bonus for not losing lives and the % of ice cleared from each game level. These extra bonus points are tallied at the successful completion of all of the levels in a game World.
If the player loses all of his lives and decided to (Replay) then all of his bonus points collected, up to that level in that game World would be lost.
The Player Character
This is the player’s normal state through most of the game.
When in this state the player will take (1) unit of damage from each Normal Ice Block he melts and (2) units of damage for each Hard Ice Block he melts.
The Player Character (Super Hot State)
The player enters into the Blue Fire state by collecting a Blue Fire Crystal, and when in this state will not take any damage from melting Normal Ice Blocks, only Hard Ice.
This is a temporary state, so the player must move quickly to take advantage of it.
While in this state the player won’t take damage from Normal Ice Blocks, only Hard Ice.
Iron Blocks are most of the time found as a falling hazard in the game, but luckily they take a bit of time to start falling, giving the player time to run underneath them. These items are an instant death for the player if caught underneath one.
The Water Balloons are a falling hazard for the player and they are instant death if he comes in contact with one. Luckily there is a slight delay before they fall, so the player has time to race underneath before it falls.
When the player comes in contact with an Oil Drum it will catch fire and explode, producing two mini-fireballs that well head out left and right from the drums location. These little fireballs will take out Ice Blocks for the player, without causing him any damage, they will also light any fireworks they come in contact with.
Screamers are the only fireworks in the game that came melt away Iron Blocks in the game.