BOOP
BOOP
An action arcade game where you step into the shoes (or fins) of a Reverse Mermaid that happens to be a boxer that fights Boxing Bears.Â
BOOP is a 3-month solo project. The goal is to practice moment-to-moment combat design & build a minigame in an engine I have not worked with before - Unity
In this project, I focused on
Mechanic & System DesignÂ
Movement & Combat Design
Enemy Design
Programming
BOOP Gameplay
Below I will showcase some of my thought processes behind each major design decisions.
Movement and Combat Design Intentions
Enemy Design Intentions
MECHANIC & SYSTEM DESIGN: COMBAT PHILOSOPHY
Great moment-to-moment combat comes down to 2 pillars:
Feel Good Gameplay
Responsive & Seamless Controls
Quality Mechanics that are strategic
Satisfying Audiovisual
Thoughtful Gameplay
Enemy variants that challenges the player's decision making in utilising different mechanics, helping reduce repetitiveness in the gameplay.
COMBAT SYSTEM
The base combat kit comprises not only of a basic melee punching mechanic but also a charging range attack.Â
This is done to enable players to
have another mechanic to use during gameplay, reducing monotony
deal with dangerous enemies that are positioned further away
Another enemy mechanic in this game is stagger, where they will flinch when damaged, interrupting their attack wind-ups. This enables players to use ranged attacks strategically to take advantage of the stagger system.Â
Basic Melee Attack
Charging Range Attack
Enemy Stagger Mechanic
ABILITY SYSTEM
As player kills enemy, they will receive charge points. These charges can be turned to AOE abilities as shown above.Â
Beyond the satisfaction of feeling powerful, this is done to give an additional layer of
motivation for player combat.
strategic decision-making, making gameplay more thoughtful.
'POW!' Ability
'WHAM!' Ability
MECHANIC & SYSTEM DESIGN: ENEMY
THE SNIPER
Besides the two basic melee enemies, another challenge is a range enemy who locks onto the player’s position immediately, charging up before firing a fast and precise shot. This disrupt the player's usual combat routine, forcing them to constantly reposition while engaging the enemy, making gameplay more thoughtful.