I designed a second roguelike gamemode for my game Grappleburger to extend replayability and provide extra variance and skill expression to the simple core gameplay loop.
GrappleBurger's main gamemode has 15 static levels, providing no replayability to those who have mastered them. I wanted to add a second gamemode, utilizing roguelike elements, randomized upgrades, and escalating level progression to create a new experience that would challenge skilled players.
Meant for players who have already experienced the base game, and want something with more depth and complexity.
Extend replayability and increase skill expression through unique upgrades.
Escalate recipe difficulty throughout stages to give a sense of progression.
Keep score throughout stages to give a sense of continuity not felt in the single Classic levels.
Idea 1: Choose from 3 upgrades after every level to give a sense of choice and gameplay evolution as a run continues.
Issue: By the end of a run, the player may have too many upgrades and trivialize the core gameplay loop.
Idea 2: A run-wide score multiplier affected by player actions to add another layer of tension and overarching management.
Issue: The players actions need to change this value often and meaningfully to justify its existence.
Idea 3: Normal, Mini-Boss, and Boss stages with varying difficulty to create pacing and opportunities for mid-run rewards.
Issue: While normal stages don't need a reward, and the Final Boss acts as the run capstone, Mini-Bosses need a meaningful reward tied to their completion.
Solution 1: After seeing players snow-ball too quickly with only positive upgrades, we decided to introduce downgrades.
Solution 2: Alongside this, we connected the upgrades/downgrades to the global score multiplier, giving extra multiplier for selecting a downgrade, and decreasing it when selecting an upgrade.
Outcome: This created a satisfying feedback loop where choosing upgrades and downgrades became a strategical decision where no choice was a pure win.
Solution 1: We gave each upgrade/downgrade a specific number it adds/subtracts to the global score multiplier, equivalent to the severity of its gameplay effect.
Solution 2: We also added in a rare chance for Gold Upgrades to spawn, which had more intense gameplay effects and caused larger swings to global multiplier
Outcome: Managing your score multiplier became a fun overarching task, and gold upgrades added a layer of exciting randomness to the mix.
Solution 1: We adjusted the difficulty curve, making Mini-Bosses a slight uptick, then ensuring the level after a Mini-Boss drops in difficulty.
Solution 2: After introducing an upgrade refresh mechanic, we made the refresh charges start at 1, and gave extra charges for defeating Mini-Bosses.
Outcome: These changes gave Mini-Bosses much more impact, both giving the player a limited resource, and a much-needed break after getting through a particularly hard stage.
Remix mode reflects GrappleBurger's core gameplay loop, transformed into a high-risk, high-reward roguelike context that encourages individuality and skill expression.
Each run forces the player to make strategic decisions about what upgrades/downgrades they choose. They may take an upgrade and cook recipes faster but worth less points, or take a downgrade and earn more points for their struggle.
Through iteration, the systems in Remix mode became very interconnected ensuring that player actions carry weight.
Learned to reimagine a core gameplay loop and design systems for it to exist in a new context.
Learned to balance risk/reward systems so that players don't snowball to quickly, or struggle too harshly.
Gained experience connecting multiple systems to create complex but cohesive gameplay.