Theme :
Free To Play
Casual
Technologies :
Unity
C#
Plateforms :
Android
Team :
4 Game Designers and programmers
4 Game Designers
My role in the development
Programming the generation of levels
Defeat situations
Developing the effects of collectable objects
We have a total of seven objects/collectables in the game. I took care of five of them.
- Death Ball: Increases the size of the ball and allows it, during the duration of the bonus, to destroy walls and opponents (duration relative to the bonus improvement).
- Sicko Mode: Makes the next player who gets the ball after the bonus is recovered sprint forward destroying all obstacles in his way (duration relative to the bonus improvement).
- Successful Launch: At the beginning of the game, allows to send the ball directly to a certain distance (distance relative to the bonus improvement).
- Magnet: All the pieces are attracted to the player (duration relative to the improvement of the bonus).
- Shield : During the duration of the bonus, grants a shield which allows to destroy an opponent if he contacts it (duration relative to the improvement of the bonus).
- Death Ball: Increases the size of the ball and allows it, during the duration of the bonus, to destroy walls and opponents (duration relative to the bonus improvement).
- Sicko Mode: Makes the next player who gets the ball after the bonus is recovered sprint forward destroying all obstacles in his way (duration relative to the bonus improvement).
- Successful Launch: At the beginning of the game, allows to send the ball directly to a certain distance (distance relative to the bonus improvement).
- Magnet: All the pieces are attracted to the player (duration relative to the improvement of the bonus).
- Shield : During the duration of the bonus, grants a shield which allows to destroy an opponent if he contacts it (duration relative to the improvement of the bonus).
Other
Juiciness :
Participation in the work on particles, management of vibrations on Android, creation of a screenshake...