Part of the game's GDD where we break down the moment to moment gameplay using image references and text:
State 1: Game starts, both competitors are at their base.
State 2: Player looks for the closest neutral character, swipes in its direction to start moving, the competitor does the same.
State 3: Player catches a couple of followers, forming a string. The competitor also does the same.
State 4: Player sees competitor's string passing nearby, uses the opportunity to cut it.
State 5: Player steals one follower from the opponent that will turn blue. The other followers from the cut part will turn back to neutral.
State 6: Player manages to return to the base bringing all the collected followers. We see many +1 feedbacks and the followers stay there resting and chilling while the player goes back to the labyrinth to retrieve more followers.
State 7: This time player collects only 2 followers and quickly returns to the base.
State 8: The game ends when the last neutral character is converted and brought back to one of the bases. The competitor with the greatest number of followers will be the winner.

P.S.: At this stage of production, the final moment where happens the clash between the teams wasn't considered yet. We designed it afterward when the core gameplay was finished and we felt the need to add a more impactful final moment.
The main rule was that levels needed to be symmetric in order for the game to be perfectly balanced for both players. I first started drawing the levels on paper so I could make prototypes and validate the design before production even started, this approach saved us a lot of time later on. Here are some of the levels original designs alongside its final iteration
in the game:
When testing the design done on paper, I realized that the more corridors a level has, the harder it is, since there aren't many opportunities to change direction when the enemy is approaching. So I redesigned the first level to feature shorter walls (mostly with one
or two tiles).
Level 2 introduces portals: going through one will teleport you to other side, for levels with more than a pair of portals, like level 3, a portal will always lead to the one that is in the
other side.
Please take a look at how the final product turned out to be:
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