AlfaEBeto is an educational 2D top-down space shooter game designed to help users learn and practice aspects of various languages. The game is built using the Godot Engine with C#.
Players navigate a spacecraft and engage with enemies that represent linguistic challenges. The core gameplay loop involves shooting targets related to words, letters, grammar rules, and spelling, tailored to the selected language.
- Language Focus: The game currently supports learning modules for German, English, Portuguese, and Japanese. Ideas for Spanish have also been considered.
- Word & Grammar Challenges:
- Diacritics (Accents): Players might need to identify or shoot words with correct accentuation (e.g.,
EnemyWord.cswhich usesDiactricalMarkWordResource). - Spelling Rules: Challenges involving correct spelling, such as choosing between "s" or "z", or "x" or "ch" (e.g.,
MeteorWordTarget.csusingSpellingRuleWordResource). - German Grammar: Specific challenges for German include identifying correct noun genders (der, die, das) and articles in different cases (e.g.,
GuessArticleBlockEnemy.cs,MeteorGuessTarget.csutilizingGermanPrepositionPhrasefor dative/accusative prepositions). - Japanese Kana: Players practice identifying Hiragana or Katakana characters (e.g.,
GuessBlockEnemy.csusingHiraganaResourceProvider). - Verb Forms & More: Ideas for future challenges include verb conjugations (past forms), identifying misspelled words, and understanding word meanings in context.
- Diacritics (Accents): Players might need to identify or shoot words with correct accentuation (e.g.,
- Enemy Variety:
- Letter Blocks/Words: Enemies that are themselves words or letters which players must interact with correctly.
- Answer Meteors: Players choose the correct answer from multiple meteor-like options.
- Special Linguistic Enemies: Bosses and enemies with unique mechanics tied to language rules, such as a "Kanji cyborg" or enemies that test knowledge of German gender.
- Regular Shooter Enemies: Traditional space shooter enemies supplement the educational ones.
- Player Progression & Learning:
- Unlockable Rules: Players can unlock and learn specific grammatical rules through a dedicated UI, potentially using in-game currency (gems).
- Adaptive Difficulty: The game design includes considerations for adjusting difficulty based on player performance and suggesting areas for improvement.
- Performance Tracking: The system tracks player accuracy with words and rules, storing this data for progression.
- Space Shooter Action: Classic top-down shooter movement, firing projectiles (lasers), and evading enemy attacks.
- Player Systems: Health, shield, weapon cooldowns, and collection of in-game items.
- Collectibles: Coins for score/currency, gems (red and green) likely for unlocking content, health pickups, and shield boosters.
- Diverse Enemy Types: Including standard shooter enemies, word-based challenges, and meteor showers.
- Dynamic Spawning System: Enemies are spawned dynamically, with configurations for different languages and enemy types.
- User Interface: Includes a main menu, in-game HUD (health, shield, money, gems), pause menu, game over screen, and interfaces for viewing and unlocking educational rules.
- Game Engine: Godot Engine (version not specified, but export presets suggest Godot 4.x).
- Programming Language: C#
- Advanced Enemy Mechanics:
- Bosses with shields requiring specific linguistic input to disable.
- Enemies with multiple destructible parts that must be targeted in a specific order (e.g., forming words, counting).
- "Match two" type challenges with options in columns.
- Swarm enemies where only misspelled/incorrect ones should be shot.
- Trap Mechanics: Path choices based on linguistic correctness (e.g., choosing the correct past tense of a verb).
- Language-Specific Deep Dives:
- German: Dative conjunctions, verb + conjunction declensions.
- English: Past tense of verbs.
- Spanish: Gender picking, past tense of verbs, false friends for Portuguese speakers.
- Feature Enhancements:
- Dynamic difficulty scaling.
- Player progression paths.
- Incremental improvements/rewards based on experience.
- System for suggesting content based on player difficulties.
- Gameplay Balancing:
- Limiting enemy spawn rates.
- Allowing only one special enemy at a time.
- Adjusting meteor spawn intervals.
- Using visual cues (colors) that fade as the player improves.