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List and Playtesting Research for Similar Games

Game Design High-Level Game Design

More serious games Epistory (Fishing Cactus) Nanotale (Fishing Cactus) Outshine (Fishing Cactus) Typing of the Dead (SEGA) Textorcist (Morbidware) Cook, Serve, Delicious! 3?! Typing Quest (Typing Master Finland) God of World (Mega Dwarf) Hypercasual games ZTyp...

Obstacle Description and Ideation

Game Design Features

I began watching a playthrough of "Epistory" to get a better idea of the kind of Types of obstacles that could appear in game - Obstacle 1 : Moons - Stationary asteroids that aren't moving at all could be called "Moons." Their design could be spherical and uni...

Planet Descriptions and Themes

Game Design Level Design

Planet 1 Easiest Planet. After this the level is completed and the player is awarded with a "Gravel" type material which gets added to their resource inventory. Note - we can decide what to do with resources and materials given to players later on. Most likely...

Powerup Ideas

Game Design Features

Performance based Powerups (Could be called "Boons") Power ups that are rewarded on certain levels if the player types a bunch of words without making mistakes (word streaks). These cannot be bought by players before the level. Powerup 1 : Wavelengths Similar ...

General Level Design Philosophy (Hypercasual Variant)

Game Design Level Design

Level 1 (Introduction to the new mechanic of this planet + Lifeline that helps players deal with the new obstacle) Level 2 (Players get to play with the new introduced mechanics with lesser hand holding (no pausing of the game to show players what they must do...

Acronyms used in Sheets

Game Design Level Design

A = Absent in Level. P = Present in Level. AL = Terrestrial Asteroid Letter Length for that level. ML = Terrestrial Moon Letter Length for that level. TM = Terrestrial Moon Regular Moon. Static obstacle, never moves, destruction yields gravel (gr). TA = Terres...

Level Design Planning

Game Design Level Design

Overview of levels here All asteroids spawn outside the screen while moons being stationary spawn in properly visible. Planet 1 Lvl 1 - Only Terrestrial Moons appear in this level. Players cannot die in this level at all. Spawn rate is consistent. Whenever a p...

Style Reference boards

Game Design High-Level Game Design

Possible style 1 - Features - Vibrant. Slight glow. No dark outlines. Vector image aesthetic with some shading. Untextured for the most part. Stock image art vibe. Possible style 2 (Flat Style 1) - Features - Pastel and watercolour vibe. No glow. No ...

AI Art Placeholders

Game Design Features

Terrestrial Moon Terrestrial Asteroid Terrestrial Comet Vulcanian Moon Vulcanian Asteroid Vulcanian Comet Cryogenic Moon Cryogenic Asteroid Cryogenic Comet Other placeholder asset links https://opengameart.org/content/2d-planets-0 https://www.freepik....

Product Sheet

Game Design High-Level Game Design

Title Typestroid - An Integalactic Space Adventure Description of the project Abstract - A space themed hypercasual game that utilizes typing mechanics. Genre - Hypercasual, single-player, shooter, typing game. Platform - Android and iOS. Protagonist - Station...

List of Elements that Require Art

Game Design Features

Obstacles - Terrestrial Moon Vulcanian Moon Cryogenic Moon Neutralized Moon Terrestrial Asteroid Vulcanian Asteroid Cryogenic Asteroid Neutralized Asteroid Terrestrial Comet Vulcanian Comet Cryogenic Comet Other assets - Spaceship Bullet Background in Game ...

Scrapped / Initial Iterations, Art Mockups and User Flows

Game Design Features

Art Mockups of Obstacles Terrestrial Moon 1 - Terrestrial Moon 2 - Terrestrial Asteroid - Neutralized Moon 1 - Neutralized Moon 2 - Cryogenic Moon 1 - Cryogenic Moon 2 - Cryogenic Moon 3 - Vulcanian Moon 1 - Vulcanian Moon 2 - Vulcanian Moon 3 - Vul...

Existing UI elements that need work on

Game Design Archived

Assets that need visuals to be improved on - Planets - Each planet could have 5 rings each of which become brightly coloured whenever each level in it is completed. Background behind planets. Font for "Typestroid" could be changed. Should be legible and ...

UI Elements that could be added in the future

Game Design Archived

Overheat meter in playscreens. Daily login reward chest in the main screen. Daily quest icon. Icon to access the shop for materials, skins, power ups, customizations, etc.

Fonts to Choose From

Game Design Features

There are plenty of fonts on da fonts to match a pixel art aesthetic here - here Some fonts we liked from there are - Symtext. Pixeled. Pixel Bug. VP Pixel. Poxel.

Colour Palette

Game Design Features

Made a 64 colour pallete for the pixel art style agreed upon -

Layers For Parallax Background

Game Design Features

All were designed in a 22:9 ratio to accomodate the longest possible screen size. Resolution to illustrate them was 215 by 88 pixels to ensure planets that are made in a 32 by 32 pixel canvas fit in well and atleast 4 are visible at the same time in the level ...

Reward Systems

Game Design Features

Daily Login Reward Reward could be in game currency that lets players skip levels or unlock planets faster. Examples of what this valuable in game currency that can be granted through daily login and advertisements could be called - 1. Stardust 2. Gems 3. Vo...

Boss Fight Brainstorming

Game Design Features

Idea 1 Gargantuan Survival mode - Swarms of Gargantuan Asteroids where the difficulty and speed of the GAs keeps rising and the player will eventually die but they need to survive a minimum amount of time (example - 1 minute) to clear the level Idea 2 Alien Se...

Research and brainstorming for Crafting / Material Systems

Game Design High-Level Game Design

Videos I used to learn more - Why most crafting sucks? Why is it so easy to break video game economies Why video games want you to fail Notes to keep in mind while designing the crafting system - 1. Crafting shouldn't feel like a chore or be grind heavy. Rathe...