Self Introductions Wesley Avery Srinidhi Naik Intro to Quadropus Rampage • Isometric Rogue like mixed with a Brawler’s combat system starring a 4-legged cephalopod • Set in the depths of the ocean with vibrant & varied sea creatures (ex. Angler fish, Hammerhead shark, Starfish companion) • Very whimsical and humorous with the shopkeeper and antagonist characters as well as silly weapon names/modifiers and skill masteries (ex. Bootylicious Pinkeye Axe of Wide Hips) • Available on Android, iOS, and PC/Mac ($5) • Price: Mobile versions are free to play with optional micro transactions to speed up unlocks Hook/Motivation • The fast-paced action and energetic animations are defiantly entertaining. • The Control scheme itself is very simple but covers more than enough moves to make the game interesting. • The developers cleverly allow you to pay for continues.(just like the old days) • There’s a drive to see how deep you can go and what kinds of items you can discover. Key Mechanics • Procedurally generated levels, randomized gear, and hidden treasures make every plunge memorable and worth exploring thoroughly • Simple, but deep progression system through upgrades and masteries to reward in-game feats • Fast-paced combat that is fair, but still challenging • Limited lives per attempt (only 1 respawn) • Can skip a depth by walking over a hole in the ground, triggering fall damage as well as missing out on any items, but getting to the goal more quickly • Several difficulty levels for more extreme challenges (e.g. getting hit once is the end or no health drops) Our Opinions • S: Really fun game that’s well worth trying and doesn’t force micro transactions. It satisfies my need for challenge better than many bigger titles. • W: Movement seems a little weird, but doesn't kill the fun. Probably want a device with a high-quality touch screen for this game. If you manage to find a groove, it gets fun quickly. Check out Butterscotch Shenanigans’ Website for more information: http://www.butterscotchshenanigans.com/p/games.html Presented By: Paul Bartlett Chris Hansen Bejeweled’s Theme/History • It’s a connect 3 puzzle • There have been many game where you have to iterations of Bejeweled connect matching gems (Bejeweled 3, Bejeweled in order to get points Twist, Bejeweled Blitz, etc…) • First developed by PopCap Games (the same people who made Plants vs Zombies and Zuma) Bejeweled’s Hook/Motivation • What motivates players to play Bejeweled is that it is a quick game and the game has special effects that happen when you do something (Connect 4 gems instead of 3 to get an explosion gem) • It is very satisfying to watch a lot of gems to explode when you connect 4 and even clear the entire screen Key Mechanic • The key mechanic is to • As you connect, more connect gems together gems will appear to take to get points added to the place of the other your score gems you connected • The more you connect, the more points you get • The faster you connect the higher the multiplier is to the point Our Opinions • It is a fun game that anyone can get into and can get addicted to. • Game sessions are not long, (at most 2 minutes) so you can play it whenever you have time to spare World of Goo Jeremy LeBlanc Joshua Skelton Game Intro • World of Goo is a puzzle game that requires you to save fellow goo balls by creating unique connections between goo balls. These connections create a path that allow the free goo balls to get into the vacuum pipe. • World of Goo was developed by 2D Boy, an independent game company. – Kyle Gabler and Ron Carmel • Former EA Employees • Released October 13, 2008 Motivation/Hook • Creating unique bridges and connections to help save your fellow goo balls and reach the goal. – For each level the game forces the player to come up with unique bridges that will help you overcome obstacles. No two levels are alike. Key Mechanics • Selecting and moving the goo balls to create connections between other goo balls. • Different goo ball features in each new level that are color coded. – The player must utilize each new ability depending on the challenge. • Can select flying eyeballs from previously saved goo balls to help get redoes and reattempt the level. Opinion • This game is very effective at creating a casual, interactive, physics based puzzle by giving the player a simple way to control the game bits. • Not only does it give the player the freedom to make connections as they see fit, but it also very intuitive. • This is a fun yet challenging game that can turn any casual player into a hardcore player. Jetpack Joyride Bradley and Jeremy Theme Jetpack Joyride is a game of adventure. The player character is trying to steal a Jetpack from a development facility and escape as quickly as possible. Hook/Motivation The first time you play the game you are given a ‘vehicle upgrade’ really early. Upgrade items and coins are incentives that really drive the game. Coins extend, although not directly, the players ability to reach a vehicle upgrade. The game has a fast-paced rhythm that rewards players for having quick reflexes, Key Mechanics Mechanics of Jetpack Joyride are innately intuitive. The player taps the screen in order to raise the height of the character. This allows the player to avoid obstacles, collect currency in the form of gold coins, and attain collectables that upgrade their jetpack functionality. This fast-paced collection is visceral and exciting. This encourages multiple playthroughs and a risk-taking strategy. Personal Thoughts Jetpack Joyride is an entertaining distraction. It feeds the need to perfect traversing the environment, while buffering the player from immediate loss by providing gratifying power ups. The nature of the game lends itself to casual play, as it is easy to put down without consequence. The game puts a decent amount of effort into attention to detail. Passive NPCs may run into one of the player’s obstacles, or the player themselves. Though it has no direct effect on the game, this lends to a humorous and novel aesthetic. FTL: Faster than Light Timothy Sassone Alex Honeycutt History of FTL • • • • A “Spaceship Simulation Rogue-Like” Developed by Subset Games Released Sept. 14, 2012 Funded during Kickstarter surge (along side Double Fine Adventures and others) in March 2012 Hook/Motivation • • • • Short play sessions. Easy to pick up. Pause-and-play Procedurally generated levels/content Key Mechanics • Star Map – Choosing a path gives player some control over difficulty – Encroaching enemy force pushes the player forward – Shops, optional quests, etc. • Ship – Control different systems (weapons, drones, etc) – Direct crew-members for repairs/control Opinions • Good balance between difficulty and penalties. • Simple controls, complex strategies, and lots to unlock. • No Mobile (Android/iOS) release • Difficult to complete Fruit Ninja Josh Selmser, Steven Dull Theme and History • Chop fruit with touch controls in front of a cutting board background • Colorful and explosive • Halfbrick Studios, Brisbane, Australia • Released September 17, 2010 • Reached 300 million downloads by May 2012 Mechanics • Drag finger across screen to slice fruit • Rewarded for slicing multiple fruit in one swipe • Avoid the bombs • Levels progressively require faster action from user • Getting a game over – Missing a total of three fruit – Hitting a bomb Motivation and Hook • Beating your best score (cutting more fruit than last time) • Trying to not make a single mistake • Getting the biggest possible combos • Watching fruit explode! Our Opinion • • • • Liked the very small learning curve Easy to pick up, hard to master Short games, no wait between games Fun to challenge your friends! Peggle By: Shawn Day Austin Ford Peggle • Peggle is a puzzle game with inspiration from pinball and brick breakers. • It was originally released for PC but quickly ported to mobile devices due to the nature of the game. • Several variations of the game were made changing mostly non essential mechanics or aesthetic designs. Hook! • The hook for Peggle is the sound effects, bright colors and dramatic music that rewards the players upon completing the level. • There are also different unlockable characters, each with different abilities! Key Mechanics • Setting up combos to earn extra points/extra balls. • Using the character abilities to your advantage. • Timing shots with the oscillating receiver. This can grant the player extra balls. • Using the purple combo block to get high scores. Opinions • Peggle can be a great time passer, and it’s slightly addictive. • Peggle achieves visual satisfaction by presenting the player with flashing high scores and delightful colors!!! • Elyse (a.k.a. Elly) – Mayor of Lutie • Erich – Mayor of Foxtail • Theme – Build a town and house base on your own style • History – – – – – 2001: Animal Forest came out for N64 in Japan 2001: Ported to GameCube, released worldwide 2005: Wild World for DS, first to use wi-fi 2008: City Folk for Wii, used Wii Speak technology 2012/2013: New Leaf for 3DS, player is mayor The Hook & Motivation • Collecting all the fossils, fish, bugs, etc. • Earning bells to upgrade house, build public works, etc. • Not playing causes: – Town to become overgrown with weeds! – Flowers to die. – Roaches to invade your house. – Neighbors to move. – Missing special once-ayear events. Key Mechanics • Everything takes place in real time! – Holidays – Bugs and fish are seasonal – Plants take time to grow • • • • • • • • Interior decoration Fishing Bug catching Digging/fossil finding Town customization Growing trees, bushes, & flowers Designing patterns Visiting other towns The Casual Elements • Easy gameplay mechanics • Pick-up-and-play gaming • Bright, cartoony, and cute visual style • Very simple storyline – You’re the mayor! Do want you want! • Player is constantly rewarded – Bells, furniture, fruit, bugs, fish, etc. I’ve been playing games ever since I could hold a SNES controller. I picked up programming when I started here at SPSU, and “enjoy” using difficult code for the sake of looking impressive. Introduction I’ve been an avid gamer since the first Christmas I can recall, where I got a Sega Genesis. I’ve been a programmer for 5 years and am also into war gaming/tabletop gaming. History and Theme of SSBB Smash Bros as a series draws most of its inspiration from HAL’s other and first big name franchise, Kirby. Not only in mechanics but also in a very light-hearted theme and a world filled with colorful characters (or in this case Nintendo mascots) does this game resemble its spiritual predecessor. Unlike the two previous games in the series, Super Smash Brother’s Brawl (referred to as SSBB or simply ‘Brawl’) was not developed by just one development team. Several veterans from the original studio, HAL Labs, were joined by devs from Monolith Soft, Paon, Game Arts, and others. All told there were roughly 100 people working on the game full time. Hooks and Motivation This promise of nostalgia appeals not only to the hardcore game fan who owns all the games, but also the working man/woman who wants to play as the characters they remember loving when they were young. The series as whole has always held several incentives for fans both old and new to Nintendo’s various game series. It boasts 4 player ‘living room’ multiplayer, co-op modes, online matches, and a large roster of characters both familiar and obscure. Most importantly SSBB has a very simple, but satisfying, set of game mechanics that just about anyone could easily jump into. Four different input methods ranging from as simple as the wiimote held sideways to the full seven button suite that is the gamecube controller. Key Mechanics While there are many different mechanics implemented throughout SSBB the beauty of the game lies in the fact that its core gameplay elements are quite simple. You only really need three buttons and a control stick to play the game. This lets you move your character, jump, duck, perform regular and special attacks, block and dodge. It’s a very ‘pick up and play’ kind of game. Compared to its predecessor, Melee, Brawl is generally seen as the “casual” Smash Bros and most of this has to do with the mechanics. Where Melee had techniques such as Wave Dashing, which relied completely on player skill, Brawl had the Tripping mechanic, which would happen randomly (assuming it wasn’t triggered by an item or effect). Personal Opinions What I love about the Smash Bros series and Brawl specifically is how it doesn’t have the same ridiculous This game is great fun all the time. It learning curve that most fighting allows people from all walks of games are well known for. I gaming, ‘casual’ and ‘hardcore’ to absolutely love the chaos and turn quickly play a fun game in a group on the most explosive items first setting. It follows the very excellent whenever I play just because gameplay idea of ‘simple to play and there’s something exciting knowing difficult to master’. It’s fun because a Bomb-omb or Pokeball can you can just quickly grab a controller completely change the course of (and with four different kinds that’s the game. This is one of the few very easy) and just start throwing out games I know of where my Nieces punches and fireballs, but you can can legitimately beat me even also take a deep dive and start though all they want to do is “play learning about chain grabs, edge as the Princess.” guarding, and all the other ‘hardcore’ level stuff associated with tournament play. In short, SSBB really is “fun for everyone”. Heroes of Destiny Joseph Jeanty THEME You can control up to four characters to make your way through each dungeon. Trying to survive being attacked all type of monsters while you gain gear and experience Motivation ● ● Every day that you play you get some type of bonus just for turning on the app. You want to play harder levels to get better gear, and to level up you characters. ● The dungeon is less then 5 minutes long. ● The game has a few different characters. Key Mechanics ● ● ● ● You have to control all of the characters. Each character has four moves that you can only unlock by leveling up the skill tree. This game is real time. There is a shop that you can use to buy much better weapons then what you typically find in game. My Opinion ● This game was really fun for the first two levels, because there is so much that you can do. Such as gaining levels kinda fast and getting better weapons. But then you get to a point that you have to grind, or pay to get better gear so you can move on and play harder missions. Jetpack Joyride Daniel Pham Killian McCalla Game’s theme ● You’re Barry, stealing a jetpack from a lab for a little fun. ● Whoever owns the lab is trying to stop your joyride. ● You must get as far as you can before you are stopped by missiles, lasers, and what have you. Hook/Motivation ● Leaderboard score: You receive a score at the end of each joyride that you take. You get a higher score for a longer distance and for collecting more coins. ● COINS!: You collect coins on your joyride. These coins will unlock things in the game. New jetpack skins, character skins, and even items to assist in your next joyride. ● Missions: The main objective of the game is to complete missions that are given to you. You are awarded new missions and stars every time you finish them. Once you finish all of them you are given a chance to start over, but you receive a fancy icon to let everyone know how awesome you are. Key Mechanics ● Activating jetpack to fly up ● Power ups in the form of vehicles ● Power ups bought from the in game store ● Social media to compete with friends Your Opinion ● The game is overall fun and addicting due to it’s simplicity. ● Even though the game is simple, it require skill to actually be good at the game. ● The use of social media allows for more experience by competing with friends. Simple Combat -Intuitive- Simple Graphics -non hardware intensive- Intuitive and Simple Building Controls New materials given -But not so it overloads the player- Hints Given -If needed for the more in depth recipes- Jared Sanchez CGDD Senior GDDC President Experienced gamer(aren’t we all?) Currently an Intern for a mobile game studio Released Aug 2011 by Imangi Studios, a husband and wife dev team Downloaded over 100 million times Available on all mobile ports Score –based game with worldwide leaderboards Gathering coins allow you to purchase powerups for the next run Microtransactions with buying coins Simple Swiping mechanics that only move the player Up to jump, down to duck, right/left to turn corners Gyroscopic controls to shift to either side of the lane Collect coins and survive/run as far as possible for the highscore The game is fast-paced, intense and tough. Running until you fail for a high-score allows it to be played in short bursts Has a “one more run” addictive quality to it