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THERE'S NO BUG

Strategy | Turn-based

"As a designer, what do we fear the most? BUGS! At this point, we need to mobilize all our resources to combat this enemy, even if it means tearing each other's limbs apart...

ROLE

System Designer

Level Designer

Game Balance

 DURATION: 

72 Hours

TOOL USED:

Unity

The game was designed in 2022 SUMMER

EARLY DEVELOPMENT

This is a game created for a Game Jam with the theme of 'sacrifice' and the restriction that 'failure is inevitable.' So, we came up with the idea of characters passing their limbs to each other to enhance one another. This became the core concept of the game.

Game Mechanics

GAME MECHANICS

COMBAT SYSTEM

The core mechanic of the game is to distribute limbs among different characters to combat enemies on the opposite side. It involves strategically allocating all resources and calculating the optimal solution to fight the enemies.

THE MINI GAME

Furthermore, before the game starts, players have to play a mini-game that determines the quantity and strength of monster spawns. If players make mistakes, the number of monsters increases. This aligns with the 'failure is inevitable' theme.

There will be 5 enemies if the player lost

BUILD YOUR TEAM

The player's goal is to get through all four levels while keeping at least one character card alive. Every time a player completes a level, they can choose one of two rewards: +1 attack point for all characters, restore 1 health point for all characters, or obtain a new character card. The harder the level, the stronger the new character card. This allows players to strategize and choose the reward they want to tackle more challenging levels.

ENEMY DATA

In the game, there are four levels of enemies. My approach to designing the enemies for each level was to first establish the total combined health and attack power of all enemies. When allocating health, I calculated how many attacks players would need at a minimum to defeat the enemies. This involved the damage the enemies would deal to character cards (given the limited in-game health restoration mechanism).

I then calculated how much damage the enemy should inflict on the player if a single attack couldn't kill them. I set the amount of health that players should lose for each level, and using these factors, I determined the appropriate attack power and health for the enemies.

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Enemies' attribute

MY CONTRIBUTIONS

  • Designed the Limb-switching system.

  • Designed the characters' attributes.

  • Designed the enemies' attributes.

  • Designed the level rewards.

My Contributions
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