The archives of this blog show how long I have been working on Crocodile Cat. It was my “teaching myself unity” project for a while, it was a commuter project when I was a junior, and now I am a lead designer at a larger studio – I don’t have so much time for personal projects. After a few days of -actual- relaxation over the holidays, I decided to finish it.
The biggest unfinished task was the audio. I enjoy making sfx and music (and I’m quite good at it). Unfortunately, I left all of my audio gear behind in the UK when I moved to Canada. Still, I have done my best using freesound and a few synths I still have a licence for.
The game design challenges also needed attention. Digging into old code is hard. When that code was written by a beginner, harder still. Through some user testing, I believe my tutorial is better than it has been but the game does not do a perfect job of teaching itself. Chance affects the difficulty curve more than I would like. But the game is stable, playable, fun and it is complete.
It now sits on the app store and a weight is off my mind. I can move on. Perhaps foolishly, I’m excited to start on another Unity game. I should wait until I’m back at work to decide if I can handle this though, or I will be sitting on yet another unfinished project. Rebecca Deakin created the wonderful art for this game and I took too long to share it with the world!
Crocodile Cat is a game where you control a cat that has become trapped between the jaws of an infinite crocodile.
It is a reflex game where you must tap the screen before the cat reaches the jaw of the crocodile. Once you tap, the jaw moves to the location the cat was when you tapped. This makes the play area smaller with each input, so consistent skill is important to reach a high score.
The player collects power coins to open the jaws. The power coin distracts the player’s attention and encourages to make a decision: risk collecting the coin to extend the run or make a mistake and greatly increase the difficulty.
The player can unlock cats by collecting gems to spend in order to free them and use them. Each cat has a unique power: extending or increasing the chance of seeing a different power coin type. Spending gems gives cats nine lives. Buying a key from the store gives cats infinite lives.
The artwork for this title was created by Rebecca Deakin. Rebecca is an obviously talented artist and illustrator who I had the pleasure of working with back at Plug-in Media.
I’ve now passed a threshold on development of Crocodile Cat:
THE GAME IS NOW VISUALLY APPEALING
I’ve been really lucky to have Rebecca Deakin working on the art for the game.
Rebecca has been great at working with my slightly nonsensical ideas (It’s a cat in a bubble trapped between the jaws of an infinite crocodile) and making them appear practical and, most of all, gorgeous. The bubble has been replaced by a jetpack. See, I can’t draw a jetpack. But Rebecca can.
☑ Can draw cats
☑ Can draw jetpacks
☑ Can draw anything
I spent a bit of time last week incorporating some of these new assets, which meant working with (and adapting) Unity’s animation system and creating some parallax layers. It takes me away from game design, but it’s important and interesting work.
There’s still some placeholders in the above gif, so more to go in, more things to change, but it’s a great step towards sharing the project with more people.
The jaws are now at an angle with the screen, which makes it look amazing. This design change required a lot more behind-the-scenes work than you’d expect! The advantage of starting a project without an artist is that you can focus solely on game design, but the disadvantage is that by building things quickly, you can sometimes lock down things you don’t expect to change. I’m really pleased to be working with Rebecca since it’s little changes like this that really add to the visual appeal of the game, which will be really important in the coming months.
The last blog was about pattern design. After testing even more patterns, I found that players enjoy patterns that take the height of the screen, giving them lots of choice and targets to hit. These also allow players to focus on avoiding the jaws if they need to, whilst still collecting coins!
This is all well and good, but I decided on designing segments in this way because I wanted to take control of the game’s difficulty, something I’d have difficulty balancing if it was left to chance. Controlling the difficulty is helping me to encourage the players into a flow state, where they are given both challenge and reward over an extended play session.
I’m able to sort my coin patterns into groups and present them to the player in sequence. To allow for an enjoyable experience, I can group them into difficulty – allowing struggling players to practice on patterns that are designed to teach the game. Likewise I can offer greater rewards to players who are willing to play in a riskier style.
Currently, I’m experimenting with a game flow which presets players with two ‘easy’ segments first, to get then up to speed. Then it will present one of a group of preset ‘scenarios’ – a group of segments designed and grouped together to elicit a particular play style. Maybe you’re tempted close to danger, perhaps you have to aim for the centre of the level, maybe you have plans to follow. Completing one scenario will move you on to the next.
The next related system I hope to develop will give me more control over the presentation of these scenarios, so players are rewarded with the opportunity to relax and score big after completing a difficult segment.
The game is becoming more fun by the moment, which is great! The core concept has always tested well, but by approaching the overall flow design in this way I hope the game will be engaging for a longer time and the different ways to play will be more apparent to the player at an earlier stage.
In my last blog post, I introduced Crocodile Cat, the one touch mobile game I’ve started working on. The gameplay flow is that of an infinite high score chaser, players see how long they can last without being eaten by a crocodile.
During the game, that player collects coins. When I show the game to my friends I say “yeah, there’s floating coins to collect because why not, it’s a videogame”, but in reality the coins serve an important purpose in the gameplay – they give the player a moment-to-moment objective beyond basic survival and they offer a reward in exchange for some risk.
It’s risky to coin chase in this game, for reasons I’ll go into in a later blog post, but right now I want to talk about the design of coin trails and how they can be used to instruct, tempt and delight the player.
I started creating some coin paths for the players to follow, trails of coins to be collected in sequence. I thought that this was where the core of the game would lie. Coin paths lead the player and feel good to follow, but early play tests showed them to be too difficult for new players who haven’t yet learned how to stay alive! I realised that placing coins near the edges of the screen might be more useful to teach new players survival skills, but play tests showed that new players were even less accurate without a path to follow.
My next step was to create some ‘elbow’ patterns to teach the player. Part coin trail, part survival instruction. This worked well when I played in the editor, but as soon as a tester made a mistake, the design fell apart! My design was too prescriptive, assuming the player would play a certain way, meaning that a slight error caused the game to make very little sense. Adjusting these designs to accommodate different user behaviors resulted in designs that were difficult to ‘read’, the player would not know what to do when presented with entwining coin trails.
Through observing and testing, I realised I was wrong about what constituted a fun level. I realised that even my simple designs were too difficult, and difficult is not fun if you don’t understand your objective yet. I designed larger coin arrangements that were easier to collect at least part of, and changed their behaviour so that they always stick to the edges of the screen. I hope these are good ‘beginner’ levels: they help the player learn the controls relatively safely and offer easy rewards for performance.
These are playtesting much better, patterns being larger means that players are more likely to be on target and get a reward, and players are picking up the survival mechanic much easier as they are more naturally travelling to the edges of the screen.
Playtesting with a variety of different patterns and ideas, I’m now designing ‘difficult’ patterns that present more options to the player as to the path they want to take through the level. Fitting in with the overall game design, I need to make sure that the value of the coins is balanced with the risk involved in obtaining them, and to give the player meaningful choices through these level designs.
This level design process of playtesting and observation has helped me to really understand where the difficulty in my game truly lies, and where the fun lies too. Both of these elements are key to designing a ‘flow’ state, which is the next step in my level design task. I’ll write more about designing a flow state in a future blog post.
I’m at a stage in my current commuter project where I think I’m ready to start sharing and writing about what I’m making.
Introducing: Crocodile Cat
It is a very silly and simple one touch mobile game about a cat in a bubble who is trapped between the jaws of an infinite crocodile. Currently it features art made by myself in MS Paint, but it will look good one day.
The gameplay is basic, the player cat is moving up and down vertically between the crocodile’s jaws. The player must tap to change direction before they touch the jaws, and the jaws move to the position that the cat was at when the player tapped.
This encourages the player to test their nerve by changing direction as close as possible to the jaws, since the play area is shrunk with every tap.
The jaws are opened again by collecting special coins that fly through the scene, disrupting this game of chicken by offering a reward and brief respite from the increasing pressure.
A .gif below shows the game working in it’s current state. Early days yet but the mechanic is already testing well. I’m looking forward to seeing where I can take it!