The Hidden Conquest
Third-Person Turn Base RPG
Game Concepts
Top-Down Puzzle & Endless Runner
Platform: Mobile
Team Size: 1
Role: Game Designer
Period: 3 Days
URL: https://bit.ly/2L7vCoP
Game Overview
An isometric style 3d puzzle game where the main objective is to connect the laser beam to the other laser machine plug by making a sequential path with the help of coloured moving blocks. Levels will be designed in a square shape block layout. There is not any time period or moves for moving the blocks in the level to meet a targeted objective.
⚒ Some Common Questions ⚒
What is the game?
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A top-down level-based puzzle game with emphasis around level progression.
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Handcrafted levels.
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The game playable screen is in portrait mode.
What are the visual aesthetics of the game?
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Low-poly cel-shaded graphics.
What is the main focus?
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The impulse to complete levels tuned with good pacing.
Game Mechanics
The mechanics are divided into three categories level design, player control and core loop of the game for better understanding.
❖ Level Design ❖
Levels are designed in a big shape layout which is divided into the rows and columns. The layout will be different for each level or after a certain number of levels. We can take layout as a square, rectangle, L, T or any other shape to meet the requirement for the level design. Below is the brief description of different level ingredients and their functionality.
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Moving blocks: These are coloured individual blocks and the user can move them horizontally and vertically. User cannot move blocks on still walls and moving cube block but can move the same block upon each other i.e. moving block on moving block and cube block on cube block. These moving blocks are the main component which is responsible for making a coloured path that will connect the source laser beam with the destination machine plug on the opposite side. There will be a definite moving block on one level. When we are making a path from moving a block from the source laser than it will create a laser beam up to the last point. So the moving block can only carry the beam to a straight line if we have to turn the laser to 90 degrees then we need a moving block with a cube which is described below.
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Still walls: These are still walls which user can’t move in the level they are responsible for making puzzle little bit difficult and more satisfactory.
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Laser machines: These machines will be put on the outside edge of each level and connecting the beams of the machine is the main objective of the game. To introduce more puzzle in the level we can introduce more than two machines but the initial idea was limited up to only two.
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Moving cube block: If we have to change the direction of the laser beam to 90 degrees then we need this cube. So that cube can turn right or left and will be placed at the corner where the user is trying to rotate the beam. This case will only occur if there is a still wall between the source laser beams or machine plug are not in front of each other. By tapping on the moving block we can change the direction of laser beam right or left.
❖ Player Control ❖
Level design almost described how everything is going to work in the game but from the user perspective we can move block just by tapping on that particular block and then sliding that moving block grid by grid and same goes for moving cube block with one addition we can rotate the direction to left and right by tapping on the block.
❖ Core Loop ❖
The game starts with the level screen if the user press the play button then the game will start with the first level. If the user succeeds in the first level then he will go to the next level. User can’t restart the same level after completing it and the user can’t play the previous levels.
After completing the level user gets three stars/gems that will be increasing as he progresses in the level. We can use these stars/gems for skipping the current level and for online leaderboard of the local and global players.
⚒ Monetization ⚒
Earning and spending stars plays a vital role in the monetization of the game via IAP or watching rewarded video ads. Amount of stars needed to skip the level is way higher than an earned star for a specific level. So, if the user didn’t have stars then he can buy them from the shop or earn them by watching ads which will only toggle for a certain limit of ads watching.
⚒ Game World Overview ⚒
The game sets in science fiction deserted planet surrounded by damaged space ships and lifeless trees. In the mobile screen, we only see the level board surrounded by some sci-fi material like aircraft, laser beams etc. We can change the background theme after a specific number of levels.
⚒ User Flow ⚒
⚒ Mock-ups for the user interface ⚒
⚒ User Engagement ⚒
As the game setting is the sci-fi and the game’s background theme will mostly affect the user to explore more of the levels. The main focus of the game is level progression and this level will be finely paced so that the user will never get bored. As the player progresses in the game there will be a new environment setting after a specific level which keeps the user engaged.
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Rewarding player after progression of each level keeps user invested. A sense of progress has been proven as a key component of getting gamers to commit to a game.
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Making this game social and competitive by introducing leaderboards give ability to the player to connect to each other. By incorporating this feature into the game, it will be easier for the gamers to form a habit of coming back to the game.
Game Overview
An endless runner where our main protagonist is collecting the pieces of the door in a top-down 3d puzzle environment which will unlock the doors for the next level and this loop will go on and on. Levels are designed in a grid-based straight-line platform on which player will move only with jump control which will be executed by tapping on the screen. Level in this game is procedurally generated.
⚒ Feature Set ⚒
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Low-poly style graphics.
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Fast-paced endless runner with emphasis around strategy.
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Play with multiple instances of the character created by level components.
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Procedural generated endless levels in portrait mode.
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Dynamic placement of puzzle pieces.
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Beating high scores in a procedurally generated environment.
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Relaxing visuals with a good background score.
Game Mechanics
For the brief explanation will divide the core mechanics into three categories player control, level design and core loop of the game.
❖ Level Design ❖
Straight platform lines are divided after a definite run to increase the difficulty, interactivity so that player can jump to avoid the game overstate and also the puzzle complexity to the level. There are five main level components.
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Straight Platform lines: This is a platform on which player will be auto moving and jumping by tapping. We will divide these straight lines to create a level which will enhance the player experience. There are two types of spacing short and long. The player can jump the short spacing only by tapping on the screen when the player reaches to the edge and for long one player has to jump high by double-tapping on the screen.
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Entering and leaving portal: When the player enters into the portal he will automatically transfer to the leaving portal. If there are two leaving portals then it will create two instances of the player moving on two different platform lines. If the user taps on the screen then both instances will jump and the user can choose which one of the instances he wanted to control and play it to the end. This will give some kind of agency to the player.
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Collectable pieces: User has to collect the pieces to complete the levels i.e. to open the door and pass through it. These pieces are also responsible for creating a puzzle for example if portal created two instances of the character then we have to choose to play that character on the platform line which can collect pieces and can open the door so we can open the door to progress further in the game.
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Final door: If the user has collected all the pieces than he can pass through this final door. This final door will be put again and again in the game to go deeper into the game world. After passing through that door another platform will start right away and we have to collect all the upcoming pieces to survive.
❖ Player Control ❖
The only way to interact with the character is by tapping which can jump the player. A single tap will result in a single jump and double tap will result in a double jump. Movement of the player will be an auto-runner.
❖ Core Loop ❖
User tap on the start button if the user completes the level by avoiding all divides or trenches and collect all the pieces than he will continue in the game if any of them fails user will die and has to start over from the starting of the game. Somehow this is a generic core loop for hyper-casual games.
This game is all about improving the user gameplay experience in a procedurally generated environment so that user can’t bored with the game when he tries again and again after the game overstate.
⚒ Monetization ⚒
The idea of monetizing the game is with direct IAP with no Interstitial or rewarded video ads. We can introduce different playable character which user had to purchase in order to play and experience it.
⚒ Game World Overview ⚒
Deserted valley abandoned by the human civilization which contains wild greenery at its top and the fountains filled with pure water. This background setting will remain throughout the game. The game environment is relaxing with low-poly visual which is backed by smooth music.
⚒ User Flow ⚒
⚒ Mock-ups for the user interface ⚒
⚒ User Engagement ⚒
This game has a theme that is revolving around relaxing visual with smooth control where gameplay is very unique as compared to other runners in the market. Player has to control the character as well as strategize himself to go deeper into the world. This all will make the user invested every time he plays the game.
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Procedurally generated levels keep the experience fresh as the user plays the game every single time and that will make the experience richer.
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The simplified user interface, soothing visuals and background music make the player come back again and again.
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Simplified controls i.e. single tap and double-tapping on the screen make the game more user friendly.
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Introduction of puzzle i.e. play with multiple instances give the player a sort of agency except for any runner that will make the user more invested in the game.