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Bug Smasher - Spring 2015
Development Roles: Group project over 5 weeks. Worked with one other designer (Joeseph Zika), one artist (Nikki Pito), and two programmers (Gabrielle Kenney and Joshua Brandl). Did the documentation, design, and brought the game through QA testing.
Players: 2
Genre: Strategy, Turn-based
Description: Player 1 tries to smash the ladybugs, while player 2 tries to smash as many ants as possible. Each player can spend their turn to use the "Replenish" button to bring more bugs back to their side. Bugs move randomly between turns and both players cannot smash bugs in the opposing player's grass side. Due to time constraints of the project at the time, our team was unable to include the use of power-ups in the lower left and right side of the screen to play on the field. Power-ups would have added another layer of strategy to the game with some smashing bugs in wider areas, shifting bugs to specified areas of the board, and using equipment for bugs to cross puddles on the board.
Development Roles: Group project over 5 weeks. Worked with one other designer (Joeseph Zika), one artist (Nikki Pito), and two programmers (Gabrielle Kenney and Joshua Brandl). Did the documentation, design, and brought the game through QA testing.
Players: 2
Genre: Strategy, Turn-based
Description: Player 1 tries to smash the ladybugs, while player 2 tries to smash as many ants as possible. Each player can spend their turn to use the "Replenish" button to bring more bugs back to their side. Bugs move randomly between turns and both players cannot smash bugs in the opposing player's grass side. Due to time constraints of the project at the time, our team was unable to include the use of power-ups in the lower left and right side of the screen to play on the field. Power-ups would have added another layer of strategy to the game with some smashing bugs in wider areas, shifting bugs to specified areas of the board, and using equipment for bugs to cross puddles on the board.
Documentation
Gallery: Original Proposal Outline, QA feedback
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Design Document: The beginning of the development started with the group designing a strategy game that would combine unit placement for scoring and a card system to help implement strategy elements. We started out with the player having no control over the bugs on screen and they would just have to use the cards to move them around. Using the cards to influence the battlefield was a big element of the game that we wanted to include. After a few iterations on the original idea, we decided to include the ability to not use cards and smash bugs manually.
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