Individual
Year : 2021
Tools : Unity
Genre : Strategy
Platform : PC
Tools : Unity
Game link : Astro Rush by Yaka9 (itch.io)
Project overview
This is an Independent project where the requirements is to create a single player strategy game. So in this game players will play as a space bounty hunter who is racing with his/her rival to the bounty, during the way player will need to plan strategy since the enemy will use player past-action as their pool of action randomization.
Counter play is the hardest part of strategy game, since it must provide enough information and influence to make players think their way out. So while thinking about this part I decided to create a counterplay that respond to player actions. So in the end player will need to track thier action and plan for their futures.
Challenges
When It came to strategy game, the counter play (both from player or the game system) is the hardest part. Since the counter play is the part that influence players to create up series of choices or plan. So to make the reward of having strategy feels right is to create a counter play that cannot be beat down without thinking. And with the requirements of being a single player game, make this part a lot harder than I think.
My solution
In the end, I decided to make the game feel like 2 players game by making the player compete with themselves by making the enemy mimic player actions. But this would be impossible to win or feel the reward of the plan since the system will do the exact things, So I make the system a little bit slower than player and add in some predictable randomness. So in the final product players still care about their future movements while thinking about the way to react with situation at the time.
What have I learned?
- How mild randomness making strategy more rewarding.
Mild randomness does create prediction which most of them will goes with the way that was predicted. However some unforeseen situation can happened. With this concept when player succesfully predicted the situation the feel more rewarded than knowing certain things also when some unexpected happened, it does create tension that will pay the reward to player after they find the way out of the situation.
- How feedbacks is important for games.
For this game there is a flaw that my way of designing UI is bad and in result this lead to the lack of feedback. Well the feedbacks are there but they are hard to percept and understand. So I have a lot to work on for this part.
Interested?
Have a chat with me.
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