Coin Party


Dash and Bounce around levels to collect the most coins, using abilities and dashing into opponents to steal coins away. Play with up to 4 friends, choosing between 4 characters and 3 levels!


Systems Design Overview

Core Game Loop

  • The core game loop focuses on movement and abilities. We wanted to give players a sense of momentum (speed with weight) as they maneuvered around the level. Movement is key to collecting coins fast and evading and attacking other players. Abilities help players gain coins as well, creating another interaction to think about.

Movement Design

  • On top of traditional movement players have a Dash which launches them in their input direction. While in a Dash players can hit opponents to make them drop coins, and collide with surfaces to go into an Auto Bounce.

  • The Auto Bounce allows players to dash in another direction after a surface collision. While holding the Dash input players will reflect off of the collided surface, or can input a different direction to change their trajectory, and releasing will stop the next bounce. This allows players to stay in a Dashing state and control their direction.

Player Input - Dash Angles

  • When implementing the Dash we wanted players to Dash in any direction they were inputting on a control stick (360 angles). The problem we found was it is too hard to input the specific angle you wanted, resulting in players never reliably going where they wanted to. To fix this I referenced other games, like Celeste, and saw how they locked the player to 8 dash directions by creating a range of angles on the control stick that would send the player in the same direction always. Switching to these input ranges for 8 angles (cardinal directions and the 45 degrees between them) resulted in players movement being more consistent and allowing them to move around the level smoother.

Previous
Previous

CS2 - Pier - Level Design

Next
Next

Raven Realms - Solo Developed