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 unlock the next check point (a new planet).
Phase 1
Introduction to mechanics (typing mechanics)
This phase lets players get comfortable with the typing mechanics of this game.
They must only deal with a few moons in this phase.
First wave -
5 terrestrial moons spawn.
Second wave -
6 terrestrial moons followed by a vulcanian moon.
Third wave -
4 terrestrial moons followed by 3 slow moving asteroids.
Phase 2
Familiarization with base mechanics (usage of vulcanian moons as a lifeline / resource that should be saved for when the asteroids become overwhelming)
First wave -
3 Terrestrial moons along with one vulcanian moon and 5 asetroids that are as slow as the last phase.
Second wave -
4 Terrestrial Moons and 2 vulcanian moons along with 7 asteroids that are slightly faster.
Third wave -
6 Terrestrial moons that spawn at random times with irregular spacing in terms of spawn duration. 9 terrestrial asteroids also spawn in this wave and they are faster than before.
The vulcanian moon spawns only when the player starts to get overwhelmed by the asteroids.
After this player has unlocked planet 2.
Phase 3
Increasing the number of obstacles players are aware of (introduction to Cryogenic Moons and Asteroids)
First wave -
1 Terrestrial moon is always on screen. Another one spawns infinitely whenever a player destroys it. This can help skilled players to get a lot more points instead of waiting around in between waves.
Other obstacles in this level include - all 3 asteroid types (5 terrestrial, 1 cryogenic and 1 vulcanian)
Second wave -
The above mechanic of a terrestrial moon always being there for players to destroy continues through all remaining phases and waves.
This wave introduces players to cryogenic moon which can be used a lifeline if they get overwhelmed similar to a vulcanian moon in the previous phase.
Other obstacles - All asteroids. 10 terrestrial and 1 of each of the other.
General design notes for next levels -
TM spawns follows the same logic as before - one is always on screen and another spawns after it is destroyed.
Cryogenic and Vulcanian Moons spawn in moments of high risk / tension as lifelines.
Comets spawn in phases but are the most unpredicatable kind of obstacle.
While the number of asteroids in each wave may be more or less consistent, the number of comets should vary greatly to keep players on their toes.
Phase 4
Introduction to quick time like events in the form of comets
First wave -
All previous obstacles spawn with a few relatively slow moving comets. As each one is destroyed the overall speed of comets rises.
Second wave -
All previous obstacles spawn along with comets that move at high speeds. This level should be challenging but passable for most casual gamers.
This leads to players unlocking Planet 3 -
Phase 5
Introduction to Gargantuan Asteroids
First wave -
All previosu obstacles with maybe just 1-2 comets in this phase as the main thing being introduced is Gargantuan Asteroids.
Second wave -
All previous obstacles with a random number of comets (say 1 to 12). The number of Gargantuan Asteroids could be 2.
Phase 6
Introduction to acquiring Blueprints which helps players unlock powerups
First wave -
A slightly easier version of the previous wave but gives the players a chance to obtain the blueprint for the most basic powerup - "Fortification" (gives immunity to damage for 10 seconds).
Second wave -
A more difficult version of the previous level which forces players to try and use the powerup at some point. Since fortification only requires gravel and most players would have accumulated a lot so far they should have a lot to spend and experiment with this power up.
General notes for next levels -
Remaining blueprints aren't as easy to attain. Players will need to be very attentive to when they spawnand may need multiple tries of at a planet to get a blueprint if they really want it.
Blueprints can be unlocked in the same way that "Shooting Stars" can be used as explained in the powerup document.