Blog 09-03-2017 Daniel Ahlberg 2

During this blog, i will be discussing why we picked the power up of the pinata, what power up does, and the design of each power up.

 

In the original concept of the game, the way for the player to be rewarded for his actions of transforming the enemies to his side was a gradual increment of the abilities of the unicorn. We decided to keep that idea for the final version of the game, with satan getting more and more powerful for each enemy he takes into his parade.

 

Why did we pick the power up for this game, except for the concept, is because It gives a clear core loop:

Core Loop:

Coreloop.png

 

 

 

Where the player kills enemies as action, the reward the player get more and more members in the parade, and then as an upgrade the player gets an better bullet pattern to defeat new and better enemies.

 

So for each sixed enemy the player makes to join the parade, the player gets a better bullet pattern. I decided that the number should be six because in mid game the general  of an encounter is three, so after two encounters the player gets to have a new power up.

 

In General the new power up will upgrade bullet pattern in such way that he will have an advantage against the new enemies that have larger health and wider bullet pattern, and also against the enemies that will support the new enemies (those enemies that will be either on top or on buttom)

 

The power ups that are going to be in the game are and the context in they come into :

 

Power up one

 

PU1.png

The player shoots now in three per press of button instead of just one.

This is the first power up. Shooting in three makes it so that the enemy right in front of take three damage of he press att the right time, wich helps against the new enemy that will be introduced.

 

 

 

Power up two

PU2.png

The player now shoots in three and also on both sides he shoots a bullet.

This power up helps because in this time the player faces on the top and bottom more dangerous enemies, and now he can take them out more easily when he faces the main enemy right in front of him.

 

Power up three

 

PU3.png

The player now shoots in three, but much faster, and also on both sides he shoots.

Simular to the first power up, but an extra speed between the bullets, so that he can shoot at the enemy more precisely.

 

Power up four

PU4.png

The player now shoots in three but much faster and now shoots two bullets on each side of him.

So that the player can now do more damage against the enemies that are on top and on bottom of the main.

 

Power up Five

PU5.png

The player now shoots in five but much faster, and now shoots two bullets on each side of him

Like the first one, but now the number is five.

 

Power up Six

PU6.png

 

The player now shoots in all directions

Five forward

Two on 23 degrease

and one extra bullet on each the sides of the player.
This is the final power up of the game. This gives the player the ability of a true bullet hell monster, shooting in all directions against the enemies.

About Jarl Philip Daniel Ahlberg

2016 Game Design