Game Design
High-Level Game Design
Product Sheet
Title Typestroid - An Integalactic Space Adventure Description of the project Abstract - A space ...
List and Playtesting Research for Similar Games
More serious games Epistory (Fishing Cactus) Nanotale (Fishing Cactus) Outshine (Fishing Cactus) ...
Style Reference boards
Possible style 1 - Features - Vibrant. Slight glow. No dark outlines. Vector image aesthetic...
Future Ideas
Swipe keyboard localization Additional features that could make the game progression a bit more i...
Research and brainstorming for Crafting / Material Systems
Videos I used to learn more - Why most crafting sucks? Why is it so easy to break video game econ...
Design Philosophy and Research to make it Roguelike
Design Goal Shift gameplay from a hypercasual game to be more rogue like. Methodology Which other...
Features
AI Art Placeholders
Terrestrial Moon Terrestrial Asteroid Terrestrial Comet Vulcanian Moon Vulcanian Asteroid Vu...
Obstacle Description and Ideation
I began watching a playthrough of "Epistory" to get a better idea of the kind of Types of obstacl...
Powerup Ideas
Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain level...
List of Elements that Require Art
Obstacles - Terrestrial Moon Vulcanian Moon Cryogenic Moon Neutralized Moon Terrestrial Asteroid...
Scrapped / Initial Iterations, Art Mockups and User Flows
Art Mockups of Obstacles Terrestrial Moon 1 - Terrestrial Moon 2 - Terrestrial Asteroid - Neut...
Fonts to Choose From
There are plenty of fonts on da fonts to match a pixel art aesthetic here - here Some fonts we li...
Colour Palette
Made a 64 colour pallete for the pixel art style agreed upon -
Layers For Parallax Background
All were designed in a 22:9 ratio to accomodate the longest possible screen size. Resolution to i...
Reward Systems
Daily Login Reward Reward could be in game currency that lets players skip levels or unlock pla...
Boss Fight Brainstorming
Idea 1 Gargantuan Survival mode - Swarms of Gargantuan Asteroids where the difficulty and speed o...
Material and Crafting System
Material System Primary Purpose of Materials - To craft powerups. How to attain materials - Destr...
User Flow for The Game using mockups made
Planning for each phase of the Rogue Like Game
Few notes to keep in mind - Each phase lasts 1 minute. Completing two phases lets the player unl...
Level Design
General Level Design Philosophy (Hypercasual Variant)
Level 1 (Introduction to the new mechanic of this planet + Lifeline that helps players deal with ...
Planet Descriptions and Themes
Planet 1 Easiest Planet. After this the level is completed and the player is awarded with a "Grav...
Level Design Planning
Overview of levels here All asteroids spawn outside the screen while moons being stationary spawn...
Acronyms used in Sheets
A = Absent in Level. P = Present in Level. AL = Terrestrial Asteroid Letter Length for that level...
Low Level Design and Flow for a Roguelike Typestroid Game
Iteration 1 - Duration 60 minutes for the total game. Each planet represents 5 of those minutes. ...