THERE IS NO BUG
ROLE | GAME DESIGNER & UNITY ENGINEER DURATION | 3 DAYS TOOLS USED | UNITY, C#
There is no game in a deck-building game set in a bug-tapped game file. Players need to use different cards to defeat the bugs and finally rescue the game producer who is trapped in the game.
This project was created for the Mini Game Jam with a team of five people.
Theme - Sacrifice | Limitation: Failure is Inevitable.
GAME MECHANICS
LIMB CARD
The Mini Jam allowed us a wide array of different design opportunities. We decide to embody the theme of sacrifice in the strength-earning mechanics. When one of the player's character cards enters combat with an enemy, the player can sacrifice other character cards' limbs to give another character card the attack point or health point bonus, while cards that lose limbs lose corresponding attributes. In this case, players need to figure out the best way to defeat their enemies by managing and calculating the values provided by the limb cards placed on different characters.
QUICK TIME EVENT CHALLENGE
Before the start of each level, players need to attack all the red areas on the bar to ward off the onslaught of stronger bugs. Players need to press the ATTACK button when the arrows overlap the red areas. There are three red areas in total. If the player successfully attacks three red areas, the level is on normal difficulty. If the player has one miss, the level will have an extra enemy card.
This design allows players to selectively challenge more difficult levels while encountering hidden powerful bug enemies also corresponds to "failure is inevitable" in this game jam requirements.
OPTIONAL REWARD
Creating a more playable game experience for players requires that we set the level of difficulty and reward options to match the player's ability. Allowing players to progress through the game, while still maintaining an atmosphere that requires thought and strategy.
the player's goal is to pass four levels while keeping at least one of the character cards alive. Whenever a player passes a level, they can choose one of two rewards: all characters attack point + 1, all characters recover 1 health point or get a new character card. The harder the level the stronger the new character card will be. This allows players to choose the reward they want to tackle more challenging levels based on their strategy.
MY CONTRIBUTIONS
My contribution to There is no bug included implementing all of the mechanics: limb card porting, QTE challenges, auto-battle system, choosing rewards, unlocking levels, and how these mechanisms interact with the visual effects sound effects. I interacted with the character's limb cards with the character's image so that when a character lost their limbs, their appearances would change accordingly. I was also involved in game mechanics design, combat design, and game flow design.