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Magnets: A Tale of Fish ‘n’ Chips

Stephen Borland


Two completely 'Opposite' robots (Bob and Bab) learn to settle their differences as they are both 'Attracted' to the same problem of saving a mysterious 'Orbie'.

The orb has been dumped into the rubbish and is emitting light and sound which it uses to communicate that its name is 'Orbie' and that is trying to find home. Bob and Bab put aside their differences by combining forces into one magnet consisting of a positive end and negative end. With the orb in the centre of the two like a baby in the womb, the two robots are its temporary parents.

A 2.5D plat former where 'magnets' are the game's key mechanic and determine how the player navigates and interacts with the world around them. Starting from the bottom the player works their way to the top through a beehive like, mechanical world. You can use polygon shapes that inter-connect with each other to build platforms so the player can create their own path through the world. 


The 'Hive' houses the last of the human race in a mechanical structure similar to a beehive.  Within the Hive, mines and tunnels had been created to hold the infrastructure of vast cities, transport systems and factories.

Upper levels are populated by the well-educated, prosperous, ruling classes who dispense 'Justice' and control over the poorer, uneducated workers in the lower levels.



Model 808 and 848 (Bob and Bab) are opposites, one is a positively charged robot while the other is negatively charged. This enables them to repel and attract different magnetic objects. They carry personalities which reflect their positive or negative nature. The positive is focused, angry, and attacking while the negative is sad, scared, cautious and defensive. They both work in opposite ends of a rubbish factory where the negative robot cleans up the positively charged material and vice versa.