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Material and Crafting System
Material System Primary Purpose of Materials - To craft powerups. How to attain materials - Destroying any obstacle results in a 50% (arbitrary place holder value) chance to spawn a "Material Drop." Material Drops visually look aesthetically similar to the mat...
Design Philosophy and Research to make it Roguelike
Design Goal Shift gameplay from a hypercasual game to be more rogue like. Methodology Which other free to play Rogue like games are there? Game 1 - Vampire Survivors UI Flow - Goal of this game - Survive for 30 minutes. Game 2 - Shattered Pixel Dungeon UI Flo...
User Flow for The Game using mockups made
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. Progression Players begin at Planet 1. The initial phases are easy and they are slowly introduced to new mechanics every 45 seconds or so. After a player lasts for...
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...