System Designs in v.0.1


Contributions

In the first release of this project, I was focused on building the systems of the game. These are the two most proud contributions I have made.
  1. Stage Clear Condition
  2. Random Reward System


1. Stage Clear Condition

clear condition

This is an image that demonstrates how players can clear the stage.

This is the process of clearing the stage:

  1. Within 10 minutes, the player has to kill the boss monster of the stage (If the player is dead or time-over, game over).
  2. To summon the boss monster, the player needs to destroy the sealed portal (cyan capsule in the picture).
  3. Once the player breaks the sealed portal, this portal turns into the inactive portal (red capsule) and summons the boss monster.
  4. If the boss monster gets killed, the portal becomes the active portal (blue capsule) and grants players bonus rewards depending on the remaining survival time.


- Why 10 minutes?

The advantage of Rogue-like(lite) games is that you can enjoy each game lightly. Because whether the player clears the game or not, the game will reset to its origin. However, paradoxically, the longer the game's playtime, the more tired the player is. If the game goes on for a long time, it means the player has good items combination to break through the obstacles. But, there's no guarantee that the player will have these good items in the next round, so the stress of the game overs will increase.

Therefore, we decided to set a time limit per stage to refresh those stress more often. And based on the playtest, we found about 10 minutes of limitation satisfactory for both players who want to clear the game quickly and players who want to spend a little more time growing the character. (3 to 4 steps in total = 30 to 40 minutes maximum game time)


2. Random Reward System

reward

The above image demonstrates how the rewards system works.

  1. The rewards system will read all lists of items and randomly pick three of them.
  2. Then, it will assign each item to the button on UI.
  3. When the player clicks one of the buttons, the player acquires the selected item or upgrades that item if the player has it already.


- Why random option?

My opinion is that if the intermediate process is different, it is accepted as a different experience even if the player proceeds with the same goal (in this case, item combination) for each game. If you get the same experience repeatedly, it is not an exciting event anymore. Therefore, we give random options of rewards to players to induce them to have a different experience each time.

Files

build.zip 88 MB
Mar 26, 2022

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