The player is a nomad spirit who is protecting and restoring the golem by growing and tending to plants on its fallen body in the hopes of restoring it and the red desert waste to its former lush glory. The game is set on the body of a huge golem the surrounding land is barren red desert. The game will feature pixel-filtered low poly 3d assets in a cute simple stylized & bright style.
The objective is to see the golem restored, achieved by regrowing the plants and roots which bind its body together. To achieve this player must grow and protect resource-providing plants grown in the oasis are of the body. Once the player feels strong enough they can then visit the golem’s limbs to retrieve a seed of power that allows golem's body to be repaired and reconnect with the other limbs of its body.
Game Design, Development & Balance
UI Design & Development
Gameplay Design Theory
Decision Tradeoffs
Intuitive UI implementation
Interactions, Attributes, Choice-Action-Feedback & Game Loops
In order to enhance player engagement, I have incorporated principles from Self-Determination Theory (SDT) and Operant Theory into my game design decisions. These theories have been proven to strongly influence player engagement and facilitate the attainment of a state of 'flow'. Furthermore, I have applied concepts from Winn's (2008) 'Design, Play, and Experience (DPE) Framework' to effectively balance the introduction of various game elements to the player. Specifically, I have carefully staged and progressively integrated 'Learning', 'Storytelling', 'Gameplay', and 'UX' elements throughout the player's journey to minimise barriers and optimise their experience and engagement.
Player Grows Plants
Tangible Reward:
Provides strategic advantage as it will be attacked first by enemies; therefore providing time for the player to defend the golem heart
Intangible & PX reward:
Provides Operant Feedback Stimuli -
visual stimuli
Provides SDT feedback; -
Player is making impactful change to the environment
Increase in player competence (early stages of game)
Player Harvests Plant
Tangible Reward:
Player gains score
Player gains a helpful resource; which can be cashed in to power up the player
Player has a chance of gaining additional helpful resource; which can be cashed in to power up the player
Intangible & PX reward:
Provides Operant Feedback Stimuli -
Visual stimuli & Audio stimuli
Utilises elements of chance to maximise effect
Reward opportunity is time limited increasing engagement
Provides SDT feedback; -
Player is making impactful change to the environment
Increase in player competence (early stages of game)
Connection - resource can be used to support golem which is the empathetic narrative hook
Player Kills An Enemy
Tangible Reward:
Player gains score
Player has a chance of gaining a helpful resource; which can be cashed in to power up the player
Intangible & PX reward:
Provides Operant Feedback Stimuli -
Visual stimuli & Audio stimuli
Utilises elements of chance to maximise effect
Reward opportunity is time limited increasing engagement
Provides SDT feedback; -
Increase in player competence (early stages of game)
Connection - resource can be used to support golem which is the empathetic narrative hook
Player Grows A MacGuffinSeed
Tangible Reward:
Player gains score
New map area is unlocked for the player to explore; to locate the next MacGuffin seed
Player gains access to new plant type to grow at the oasis; which provides new strategic advantages
Intangible & PX reward:
Provides Operant Feedback Stimuli -
Visual stimuli & Audio stimuli
Time bound objective increasing stimulus
Provides new engagement loop with growing the new plant as it will grow on a different time loop to previous plants
Provides SDT feedback; -
High difficulty challenge - related to player feeling of competence
Player can engage with the change when they feel ready to - provides the player agency & self-determination
Connection - objective directly relates to healing the the golem and the primary emotive hook of the game
Defend or Explore
Go explore or stay and defend the base against the chance your plants may be attacked by a randomly spawned monster.
Planting Choice
Where to plant plants to achieve the players goals of either using the plants strategically or for harvesting.
Water Conservation
The choice trade off between using all your water to water plants and how much to keep in reserve for fighting monsters
Harvest or Leave Plants
The choice of when the player should harvest their plants for their trade in currency value; Vs. if to leave them in place for their strategic value to act as a butter to the enemy monsters.
When to Plant the MacGuffinSeeds
The choice on how much preparation the player may need before planting and defending the MacGuffinseed to progress in the story.
How to spend their currency in the upgrade menu / store
Multiple tradeoffs and opportunities for choices.
Return to Featured Projects