Fabian Fischer Profile picture
Jun 12 9 tweets 5 min read
A lot to learn from POINPY about #GameDesign! Time for a thread! 🧵

TL;DR @OjiroFumoto builds on Downwell to create near-perfect fundamentals for a mobile game.
Kudos to the team @2nd_error403, @CalumBowen, @AShellinthePit, @jujuadams; and to @devolverdigital & @Netflix!
The core game builds on Downwell's combo system. You chain jumping on enemies, bouncing off walls and collecting fruit. Though in this one you have multiple jumps and time slows down when you aim. Much more accessible and more about thinking on your feet rather than reflexes.
The combo system is very good at making the most fun and interesting way of playing also the most rewarded one in-game. You fill your "gourmet level" much faster with higher combo chains, so you're always encoured to take a risk and "do cool stuff" instead of playing it safe.
Taking risks is further encoured by a "minute heart", a temporary health point that wears off after a minute, but allows you to go for a big combo early on to drive up your level. You may know the issue of "Oh I took damage after 20 seconds, might as well restart". Not here.
The gourmet system is also an answer to the reset problem (see gamedeveloper.com/design/the-res…).
Instead of fulfilling the initial single-fruit recipes, you can just go for a huge 40+ combo and get to the end-game difficulty super quickly (with some comboing fun in the process).
These mechanics even account for your "momentary form" in a way. Difficulty ramps up faster, the more you're "in flow". If you're struggling it'll be a gentler curve leading through more and more complex recipes over time. The game itself is the "placement match" if you will.
Big one that more games should do: Once you unlock a biome, it enters the regular rotation. You're not practicing "early" levels to death while barely ever doing the "later" ones. And you start with easy recipes wherever you start, so you can learn about new hazards safely.
There's endless mode after the main game. It tracks the average of the last 4 combos, not just best ever. @LuditeSam would approve: theludite.com/2014/06/23/spe…

No structure beyond that though. Recipes don't really matter. Wish there was a roguelike "run" mode with item drafting.
Finally, even puzzle mode is really cool! The levels are short and not super hard to pull off, but introduce you to quite a few little tricks you may not have known about. Such as "forbidden" fruit being destroyed when you're "on fire" while passing through them.

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More from @Ludokultur

May 8
1/10 Been thinking about #GameDesign reasons that make me return to @TeamWoodGames' #SuperAutoPets more than to other (match-based, vaguely roguelike-ish) games. To me it's all about how the game is systemically built to be playable "whenever" and "forever".

Let me explain! 🧵 Image
2/10 With its asynchronous format (at least with its front-and-center "Arena" mode), the game sacrifices elements of counter-play other auto-battlers offer. You can't adapt to a specific opponent, because you don't have one. You just go up against a random sample team each round.
3/10 However, even in other auto-battlers "direct duel" situations are rare and building the best generalist team from the shop draws you get is usually what you want to do anyways. SAP builds all around that (more in Arkuni's great reddit post btw: reddit.com/r/superautopet…)
Read 10 tweets
Dec 28, 2021
#GameOfTheYear thread! 🏆

#GOTY 1/11
Super Auto Pets by @TeamWoodGames is a simple, yet surprisingly deep auto-battler. Its true genius lies in its laid-back asynchronous format. You can play a full run in 10 minutes without ever waiting for anyone, but also take breaks anytime. ImageImage
#GOTY 2/11
Roguebook (@PlayRoguebook) is the best #roguelike deck-builder of 2021 for me. It didn't really break genre conventions, but did enough to stand on its own (such as heroes switching positions all the time for special effects, or the overworld map exploration part). ImageImage
#GOTY 3/11
Gem Wizards Tactics is a true @keithburgun game in how it boils down tactical combat to where it's at its most interesting and builds an intricate, massively replayable system of emergent depth on top of that. So many unique situations and creative combos to explore! ImageImage
Read 11 tweets

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