top of page

Barterta

Multiplayer Sandbox, Resource management, Survival

Gameplay

Barterta is designed as a split-screen multiplayer game, players are the explorers of a world of islands. The main goal is to activiate more islands, upgrade them and inject them with different features, to do this, players are required to finish the island shrine's mission. In game, every object can be placed on ground. Players have little inventory and need to carry things from island to island themselves. Just like other survival games, players can do multiple activities like fishing, mining, chopping, exchanging, sailing, fighting and so on, each of them is designed as for multiplayer and the grid item system.

Design Purpose

The game is devised for providing a "cooperative" and "individual" experience. As for "cooperative", It's harder for players to finish their schedule smoothly alone in the grid-item base, so they need to call each other and establish a effective transport system or everyday schedule. For "individual", I hope the players can develop a more equal relation rather than a "controller and soilder" mode, since they are at different island most of the time, they can controll the island on their own and provides interface and resources to other players.

Future Plan

The game is nominated in the INDIE-PLAY, the CUSGA, the golden-dophin awards in China, after that, I have managed to get 3 other teammates and try to polish and hopefully publish the game on steam. Now the game is renamed as "SeaHerd", and we decided to change the core experience, cancel the split-screen playmode since this scenairo happens few in real world and it's almost impossible to make this game online. We plan to provide multiplayer interface with weak-connect pattern. So, the game's expected experience has changed to "Explore the world and collect resources by sailing while expand and build the home island".

STACK BATTLE

Platformer, Competition, Asymmetric

Gameplay

A game that two players use the keyboard/mouse separately to fight for victory. The brave will win when he boards the platform where the demon is. The demon will win when he interferes and kills the warrior. The competition is boosted by a self-adapt diffculty system to balance the asymmetric battle.

Design Purpose

The core design goals can be summarized in two short sentences: First, "Self-Adapt hardness", in the theory of "Flow", It mentiones that a good experience is between hard and easy, so I want to add a hardness system that can benefit the weaker player and weaken the stronger one. And another sentence "Mouse and keyboard asymmetric", this game is made for ggj, whose title is "duality". So I thought that a game can split our basic controller - mouse and keyboard would be kind of fun.

​BattleCap

Competitive, Physics Simulation

Gameplay

Battle Cap is a PVP physics simulation game, Players catapult their caps toward competitors’, and their goal in each match is to trying to hit other caps off the battle board. In this game, Caps are of various physical attributes, shapes and appearances, which is designed for a collect-trade play patttern.

Design Purpose

In every Chinese primary school, students are all fans of board cap battle game, they are so excited to collect every cap from different kinds of bottles, researching physical features and fighting against others’ caps to win new ones. By adding more specific and visible attributes to different caps and exchange and refitting systems, I believe there will be a blast of fun for every player who is a fan of cap battle game in his childhood and who is interested in collecting and trading pattern.

Future Plan

In future, this game has two possible ways to expand itself. First, establish a market to trade the cards and caps, using a unique id or link to block chain, allowing players to trade caps in the sub-market. Second, Moving the board from screen to real plane, letting players to create their own battle field, defining barriers and friction constants, enjoying the customized match their created themselves. But unfortunately, I do not have that much experience and money to invest in this game now, so I need to move on to make more games, get to know more developers, and learn the social aspect of game more to rebuild this game and realize my vision.

AirLand

Cooperation, Airship Battle, Sandbox

Gameplay

Airland is a split-screen double player cooperation game, players can customize their own airship and fight varoius enemy in ways of long-range weapon or melee. Players can use the resource they gain from defeating enemies to enchance their ship and buy items.

Design Purpose

In this game, we want to provide players with a specifically airship customization system, and the customization will get intuitive feedback in the ship battle, this will hopefully become a strong feedback circle. Also in this game, players can design their own cooperation pattern by constructing shapes and functions of their ship.

Future Plan

We’re pretty sure the battle part is kind of fun through play-testing, but we found out the game "Barotrauma" is quite similar to our game and ...mostly better. Also our unsophisticated code base starts to be unreadable so we decided to suspend development.

Work and Bluff

Muiltiplayer board game, competitive, gamble

Gameplay

Work and Bluff is a board game with simple rules, players need to guess other players’ strategies to maximize their own winning income, and its even funnier with the ability card which can change game’s rules and lead to unpredictable situations.

Design Purpose

When my game designer friends are going to test their board game with me, it usually takes 30 minutes for rule explanation, so I come up with this board game which is not only fun but also has almost simplest rules. Also, it does not need everyone to communicate often so that you don’t need a bunch of friends sit together to play. Everyone can get involved for most part when there are 4+ players since reverses happen all the time.

bottom of page