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List and Playtesting Research for Similar Games
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...
Obstacles
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
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...
General Level Design Philosophy (Hypercasual Variant)
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
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
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
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
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
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
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 ...
Initial Iterations, Art Mockups and User Flows
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
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
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.
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 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
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
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
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...
Material and Crafting
Material System Primary Purpose of Materials - To craft powerups. How to attain materials - Destroying any obstacle results in a chance to spawn a "Material Drop." This chance will depend on which planet you are on, as magma planet should have higher drop rate...
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...