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Herobot!
Role: General Game Designer (Freelance)
(Project Ongoing Starting Feb 2024)

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Brief Gameplay Description
(Much needed context)

Herobot! is a fast-paced 2D Platformer.  

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The player's platform move set includes a jump a double jump a dash and a wall bounce.

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The game's unique selling point comes from a Kirby-inspired copy ability mechanic. The player can absorb an enemy. When the enemy is absorbed they gain a temporary combat ability. 

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If you absorbs a second power it will mix with the current power and create a new one. This concept causes there to be many different power combinations. The player can see what powers they hold with the bar in the top left of the screen. 

Responsibilities

  • Gameplay Balancing 

  • Enemy Design

  • Mechanic Design

  • Level Design 

Gameplay Balancing 

I was tasked with creating a balanced spreadsheet for many enemies and over 30 player abilities. The Balance changes were made to fix an issue where players were not engaging in combat. 

Players tended to avoid combat because the amount of time and effort invested in combat was not advantageous compared to avoiding combat. This was caused by underpowered abilities and a lack of enemies that punish the player for avoiding combat. 

Balancing Powers

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Since the innate absorb power could instantly kill enemies quickly when in close distance, many powers were underpowered by comparison. Changing the absorb power was the easiest solution however, along with the fast-paced platforming the absorb power fit within the pace of the game. Making the absorb power less powerful felt like a step back. 

Instead, I decided to go over every power and change the ones that were either underpowered or the ones that killed the pace of the game.  To quantify how powerful each ability should be, I created 4 categories and assigned different minimal requirements to them. The categories are based on how much time the player will invest to get the power.

 

I also made a rule that no power should keep the player stationary for a long time without doing anything extraordinary. 

The Basic absorb:

The base absorbs the power the player has from default. Should be nearly the worst ability in the game in terms of killing potential. At close range it's capable of grabbing enemies and killing them instantly giving them power.

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Base Powers:

The powers the player can obtain while absorbing one enemy. Base powers should have slightly more or nearly the same killing potential as absorb. If the power hits only a single target the power should be to kill a target near instantly from close range and a few seconds from far range. The player should be able to kill around 3-5 enemies with it.

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Power combination:

The power the player can obtain while absorbing two different powers. This power should be capable of killing many targets in a few seconds. The power should also last a relatively long time. 

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Same Power combination:

The power the player can obtain when obtaining two of the same power. The player should be able to clear a few rooms without no or near resistance. 

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The content of the spreadsheet: 

  1. ​What power is it?

  2. A description of the power

  3. Whether it is balanced (with a color-coded dropdown menu of varying degrees of balance

  4. What makes it balanced or unbalanced

  5. Whether it is fun to use(A color-coded drop-down menu with options for fun, unfun, and, slightly unfun)

  6. Why or why isn't fun to use

  7. A suggestion for how to fix the power

  8. How difficult would it be to implement the change (section I collaborated with the main programmer to create.

  9. A section for the client to leave notes 

  10. A section for the main programmer to leave notes

  11. A menu that acts as a seal of approval for each power.

Designing and Balancing enemies 

When balancing enemies I mainly focused on enemies that were easy to avoid but hard to kill.

 

I designed some new enemies that had specific roles to play in levels to add much-needed synergy. This included an enemy that could fire in an arc and an enemy that could jump to other platforms and follow the player. I designed these enemies to punish the player for attempting to jump over combat encounters.  

Mechanic and level design

My work on mechanics and levels went hand in. I first designed what level mechanics would go on the level. After the mechanics were implemented I made the level. This method allowed me to ensure that the level mechanics synergized well with each other.

My method for making levels I create a series of increasingly difficult challenges using mechanics and enemies.  Footage of the levels includes placeholder art. So far I have worked on 3 levels. 

Methods for creating encounters for mechanics

When using a new mechanic I choose a method I call mechanic escalation. I will first introduce the mechanic in a safe environment. I will later escalate the use of the mechanic often mixing the mechanics with other already introduced mechanics or enemies.  (example below)

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Introduction in a safe environment

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Escalating the mechanic by giving the player the ability to fail.

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Mixing the mechanics with existing mechanics. 

Methods for creating encounters for enemies

When placing enemies the thing I consider most is synergy. I consider what purposes or roles the enemies can fill. I then place enemies in situations where they fulfill a specific niche with enemies that fulfill a niche that compliments it. (example below)

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A fish that only goes up every few seconds. This enemy has to time moving past the fish.

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A boar is a fast enemy that only moves left and right. This enemy creates a situation where the player will have to quickly react or take damage. 

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These two enemies synergize in this situation. The player will now have to split their focus by having to focus on reacting and timing their progression.  

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