Playing the GameEdit
The core vision of Project Data Mage is to provide players with fast, fluid movement mechanics, and give them a space in which they can overcome harder and harder platforming challenges and master these movement abilities.
Challenges will initially be presented to the player in discrete "chunks": they will see the goal, the hazards to avoid, the objects in the area they can use, etc. This allows players time to learn the mechanics and be introduced to more complex action chains and interactions. As the player becomes accustomed to these challenges, they will begin to be strung together in longer and more complex chains of actions, and the player may not be able to see the entire scope of the challenge at once, testing their reflexes as well as movement skill.
- Bursting: The player shoots forward in any direction they choose for a short time, limited to only two uses each time they're airborne.
- Charging: The player accumulates electrical charge, which temporarily causes them to be pulled towards magnetic surfaces and objects.
- Pulling: While the player is charged, magnetic objects in the level will "pull" on them, curving the path of their bursts, extending jumps, and other similar effects.
- Wall-running: While the player is charged, they will be able to run across magnetic walls and ceilings until the charge dissipates.
Winning and LosingEdit
The player completes a level by reaching the end without dying, avoiding the hazardous walls, ceilings, and objects in the level. If the player hits any of these hazards, then they are reset to the beginning of the level or, in longer levels, the most recently passed checkpoint. Because of this, there is no set "Lose" condition for the game, so the only penalty is loss of progress.