Here's a wee bit more from the official design document:
Name: Out of Phase Saga (OOPS)
Genre: 2D Platform
Theme: Futuristic and Light, with humor mixed in, if possible. This should be a game that is just plain addictive, a neo-classic that people can fall in love with.
Graphics: Bright and vibrant, we’re going to be using pixel-based tiles. Normal tile size is 32x32. Sprite size can range from 32x32 to 64x64, going by factors of 32x32. Transparency, a pink color. Special effects, such as a sword slash or a sudden strike of lightning, come in later after a successful testing of the 1 level alpha.
Programming: C++ is in lead as the programmer's language of choice.
Sounds: Still need to discuss (more on), BGM can be techno-ish.
Simple, clean and fun, easily fast-paced. The basic’s is this: primary weapon is a sword for close combat, with a projectile weapon as backup. All other weapons – grappling hook, EMP, napalm, anti-particle blasters are secondary and optional, and are not necessary for passing the level but to enhance gameplay and reach out-of-the-way, bonus areas.
The basic setup of health: health points, maximum of 100% with varying amounts of damage done by the enemy, healing items to boost that health back up to full strength where needed; simple subtraction and addition. For the first level, we should concentrate on getting the basics in, then do the refining and addition of secondary systems.
The “friendly” race of Honiki have offered Nimbru a way back to his planet. To get home, Nimbru must collect five pieces of a Kirken captain’s starlog – it’s like a journal – so that he can track down the location of his planet. (This can also be used to advance the plot) Aside from that, he could also collect a variety of spare parts that give different amounts of points. These he can use to gain extra lives and special upgrades and boosts.
The site: http://gamedev.onrpg.com/index.php?showforum=38