Design Process
I initially had an idea to make a totally random game that will raise a question of, "What is the goal of this game?" Therefore, when I was assigned to create a shmup, I decided to make a character based on a banana I was eating at that time. As soon as I had this character sketch in my mind, I was brainstorming the stories, mechanics, level designs and opponents that will fit my random game.
Even though this game is for the pc screen, I kept the screen size to be 19 x 6 because I wanted to create a game for a mobile phone. Due to the small screen size, I super-deformed my main character and added the stem of the banana to add a defining characteristic
It is also applied to my enemy designs, which I made it round and large head to emphasize the character.
In each level, I used 2 to 3 enemies to balance out the level. Rabbit Pudding is the easiest sugar enemy to defeat since it does not shoot bullets so I place it on level one and level two. I realized that having the chocolate lion and gummy bear spawning at the same time make the game tough. So I placed them on level 3 to give a gradual curve of hardness.
Players know the direction of the enemies' movement due to the scrolling backgrounds.
Playtesting:
First Playtest:
- Initially, I had 7 bullets to shoot. The only way to charge was by collecting spawned bullets, but this decreased the game experience because players were dodging until the bullet spawns. They felt underpowered.
- To match the theme of banana (Banana turning brown when it gets ripe), I added the time limits, but it did not affect the gameplay at all unless the players wanted to avoid the items that open the next level.
- I had no UI/UX design or sound effects, so players said that the game felt a bit boring.
- The control of the banana was too fast. It was too difficult to play.
- Weapons/bullets were geometrical shapes, so they did not match the game.
- The pace of the enemy spawning waves was varied - sometimes, too many enemies come into the scene, but there is also a pause moment where there are no enemies.
I realized I had a lack of visual references and incoherent mechanics to make the game 'fun.'
Second Playtest:
- The particle system and the sound effect when the enemy destroys gives satisfaction.
- the blended background does not correspond to the cartoony style of characters
- The game becomes hard fast in Level 4.
- The damage interface of the player was clear enough for the play-testers.
- When there are too many enemies spawning at once, players tempt to dodge rather than combat. I did not add the scoring system so players were tempted to dodge the enemies instead of killing them
From first to second playtest I had a lot of comments on visuals, which enhances the gameplay. From this playtest, I realize I have to adjust the level curves.
Get BBaNNaNNa
BBaNNaNNa
Fight the Sugars!!
More posts
- Game Journal: Exercises & ResearchesOct 05, 2019
- PostmortemOct 04, 2019
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