Alto’s Adventure has only 2 controls: tap to jump, and tap and hold to backflip. This refers to the actions/methods of play the player can take in the game to achieve its objectives. It’s secondary objectives come in the form of its many in-game goals, from chase (catch or elude and opponent – “Escape 2 elders in one run”), to alignment (arrange your game piece in a certain spatial configuration – “Proximity wingsuit for 50m in a row”). This is told to the player in the context of its backstory (“Your llamas are escaping down the mountain! Quick, grab your snowboard and chase after them!”). Being an endless runner, its main objective type is that of a rescue/escape (get a defined unit to safety): try to get as far down the mountain as you can without dying. ObjectivesĪlto’s Adventure is interesting because it presents a number of different game objectives. The player pattern for Alto’s Adventure is single player vs game system – the game structures are what creates the conflict for the player. The concepts here are largely informed by the book Game Design Workshop by Tracy Fullerton, in case anybody is interested in finding out more about formal game elements. I won’t be focusing on that today though instead, I’ll be breaking the game down into its formal elements. I’m been playing this game for a couple of months now, and there are so many good design elements in it. All posts here have been migrated to my main blog, .Īlto’s Adventure is a beautiful 2D endless runner in which you snowboard down the mountains to rescue your runaway llamas, all the while doing backflips and other tricks. Its minimalist art style is really beautiful and almost ethereal, reminiscent of games like Journey and Monument Valley. Hi there! This blog is no longer maintained.
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