Core Player Features
Slide
Sliding is the core of player movement. It generates heat which can be spent on grappling and shooting. Sliding also allows the player to dodge enemy projectiles.
Grapple
Grappling adds to the incredible agility of the player and allows for quick changes in movement direction. Grappling time is limited by player's heat.
Slash & Shoot
Player's ability to fight rests on their powerful sword and a long range machinegun. Using melee against small enemies overcharges the sword which then deals significantly more damage to the worm.
Level Features & Systems
Verticality
Players are encouraged to utilize vertical movement by using the grappling hook and double jump. Level supports these mechanics by having stalagmites, hills and tree branches for the player to grapple to.
Enemy Spawns
Early on in development enemy spawns were placed to lure the player into different areas, so that the player explores the entire map. In the latest versions, enemy spawns are dictated by both spawn points and worm paths.
Worms
Worms are the mini bosses of our level. Worm paths have been done via splines. Splines surround the entire arena to showcase its different parts. Worm moves both vertically and horizontally. Chasing the worm becomes an integral part of the game.
Initial Iteration This project began as a continuation of previous prototyping module. Thus, the team already had some ideas and mechanics in place. At that stage the level solely reflected the movement mechanics of the player. Hills were present to allow for physics based sliding while floating crystals were used as grappling points. Players warmly received this level layout but an open arena felt too spacious for some including myself. It lacked consideration for multiple enemy types and worm pathing was too predictable. |
2nd Iteration Our team expanded throughout the project and multiple environments artists joined our efforts. Level layout was kept simple but the addition of new props allowed for better control of player flow and more vertical gameplay. The tree was introduced as a focal point of the arena. Its branches combined with stalagmites created new grappling points and made the gameplay more dynamic. Players were generally happy with the changes but a larger arena lacked enough detail and some parts were underutilized and remained unexplored. |
3rd Iteration In one of our latest major iterations, the issue with player's lack of exploration was solved by adjusting worm paths. Worm being a primary target always attracted player's attention. Surrounding the map with interconnected worm paths made the player follow the worm into all corners of our level. Additionally, more stalagmites were introduced. Some were placed in such a way to act as columns for the players to swing around them and change directions. |
Initial Iteration The complexity of our game grew quite fast and based on playtesting results it was decided to start the level with the onboarding section. I assigned myself to be in charge of the onboarding and began with a level focused approach. I planned to utilize level features to introduce different mechanics. This approach felt natural but many of our players did not find it intuitive enough. |
2nd Iteration Players felt frustrated with the length of onboarding, so the section has been reduced. It still required the players to learn the movement and grappling before entering the main arena since those were the core player mechanics. Additionally, pop-up explanation have been added to the onboarding section to clarify the way our heat system works. |
3rd Iteration Playtesting results showed improvements since players were less confused about the heat system and core player mechanics. 3rd iteration expanded on that and added onboarding tasks for the player to fully learn the interconnected relations between movement and combat. Movement and combat pop-ups required players to complete an action to continue to the next pop up. Information about heat system and other mechanics has been displayed with pop-ups that required the player to click on a continue button and hold it for a few seconds. This approach ensured a complete onboarding to all our game mechanics at a cost of occasionally breaking the flow of the game. This trade-off wasn't an easy choice but it was informed by observation data that proved how vital onboarding is for our game. |
The Beat Sheet Structured approach helped us match playtesting data with our intended difficulty and we could finally start making adjustments. The beat sheet was created, so that the changes to important variables could be tracked. Over the course of the development, I was responsible for keeping it up to date which proved useful when balancing became an issue. As a team, we knew where to look and what to tweak. There were issues with that approach too. Despite tracking, tweaking, and testing we struggled to find the perfect difficulty. |
Major Difficulty Problems & Their Solutions Despite a structured approach, we could not increase the difficulty (without being unfair to the player) until the very last moment before the project presentation. With so many variables at my disposal and a very limited time, playtesting small changes was not an option. Part of the solution was to use game stages (waves) as milestones. When a player would reach a certain stage, the difficulty would spike. It was possible to roughly estimate the stage number closer to 10-15 minute mark based on the playtests. Therefore, the linear increase of difficulty would be additionally modified by a one time increase in enemy stats at certain stages. Second part of the solution was to adjust enemy projectiles because they were the primary damage dealer in the game. Any change to projectiles had an effect on both difficulty and performance. It was decided to increase the accuracy and the speed of projectiles closer to 15 minutes. This change introduced a new challenge for the players who had to shift focus from chasing the worm to dodging missile-like projectiles. Overall, during the game's presentation the desired effect has been achieved. Spikes in difficulty acted as skill checks for the players and they were no longer bored after playing for too much without a challenge. |