Polygon Moon Productions
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  • Home
  • About
  • CV
  • Contact
  • Portfolio
    • Images
    • Models
    • Games
    • Commissions
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Squishygeddon

Squishygeddon is an educational tower defence game where the player has to fight off waves of adorable squishy creatures. The player has choose correct translations for their chosen category (French, Latin, multiplications) to earn currency, to then place weapons and defences.

Being the only games developer in the team made me responsible for most aspects of game development, apart from art production and back end server side programming for the educational part of the game.

Highlighted features I created: 
  • Planned and created campaign including 5 worlds with 10 levels in each, with difficulty gradually increasing.
  • Implemented an environmental gimmick (black whole portals, puddles, (most proud of) trenches) and special squishy type for each world (ghosts that can only be hit by freeze weapons, burrowing mole squishies, etc).
  • Designed and implemented boss fights for the 10th level of each world, each with different attacks and weaknesses.
  • Created an 'endless mode' that the player unlocks after campaign. Player battles tiers of squishies with occasional boss fights (score attack mode).
  • Created a 3 star system for each level to rank players and increase replay-ability.
  • Implemented trophy cabinet system to reward the player for; completing worlds, killing numbers of squishies, 3 staring worlds, etc.
  • Developed onboarding in the form of a contextual tutorial to educate the player on how to play.
  • Implemented weapon/weapon-upgrade unlocks that the player receives as they progress through the campaign.
  • Designed and implemented 14 different weapon types, some with upgrades that increase damage, effect time, etc. (Most proud of brainwash weapon that makes squishies attack other squishies).
  • Implemented object pooling system for squishies and weapon projectiles to optimise the game.
  • Designed and implemented weapon select screen for user to chose weapons they wish to play the level with.
  • Integration of MeminiSDK and methods to enable language learning. This included addition of a 'revision list' page showing users the words they need to learn.
  • Created seamless scene transitions to assist in the flow of the game.
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