FINISHED PRODUCT

TIKI MY SALAD

Tiki My Salad is a PVP party game developed in 2 weeks, in which you have to dodge or deflect a spinning blade until  one player remains. 

Game info

Roles: Gameplay & Technical Design
 

Date: 9th - 20th March 2020
 

TIME: 2 Weeks
 

Team size: 7 Members (3 Designers)
 

Genre: Party Game
 

Engine: Unreal Engine 4
 

Source control: Perforce
 

Code language: Blueprints
 

MY CONTRIBUTIONS

Blade Rotation 
 

deflecting
 

Input
 

multiplayer
 

VFX handling
 

Blueprint scripting
 

Level design
 

Core gameplay
 

Balancing
 

GAMEplay design
 

Blockout
 

Iterating
 

Prototyping
 

Content

 

Game overview

player goal

Outlive your opponents by jumping or deflecting a rotating blade and be the last player standing.

Design pillars

Reaction based

Hectic

Simplistic

 

Blade rotation

blade rotates

blade_edited_edited.png

Switch direction

&

increase speed

Deflects

blade_edited_edited_edited.png
Deflect_edited.png

Design intention:

BLADE ROTATION

speedometer_edited.png

The blade starts slowly so that the player can ease into the motion.
Then rapidly increase the pase as each player deflects to get that
hectic gameplay going.

 

Deflecting

Design intention:

flash_edited.png
controller_edited.png

DEFLECTING

 To make the game easy to learn and simplistic, the player is given two options: Deflect or Jump.

Deflecting is reaction based to get that skill element into gameplay. Jumping is a counter that will throw opponents off their rythm.

DEFLECTING

The 'Blade Speed' multiplies with -1,1 in order to always change direction when deflecting and exponentially increase the speed.

 

BALANCING

Its important that the game feels fair in order to be fun, especially in a competetive PVP game. You want the player to feel like they lost due to their own actions and never because of the game design.

Deflect

COLLISION BOX

If the box is too big, the game would feel  easy and lose its skill element. If the box is too small, the reaction time would get harder and the game would end up being more frustrating than fun.

Blade

MAX SPEED

Limiting the max speed is required to have a balanced gameplay experience.

If the max value is too high the players won't keep up, too low and the game would end up being slow and boring. 

Deflect

COOLDOWN

A long delay on deflection can feel unresponsive while a short delay will break the animation and feel too easy.

 

Iterations

 

Kill your darlings

Knowing what's best for your game can be hard. That's why it's important to test your ideas before adding them into the final game, to see what it adds to the experience and what it removes. 

In my case it was Hazards.

Adding Hazards would make the game feel more random and less skill based when players lose due to them.
That's why removing them from the game was the right choice as a skill based game was one of our goals.

Hazards

PILLARS MOVING DOWN

BLADE MOVING UP