Super Chain Master
Genre: Action - Puzzle
Engine: Unity
Plateforme: Mobile
Missions: Game Design - UX Design - Balancing
The game is based on a simple principle: place pieces on the grid and, as soon as a chain of at least 10 blocks is created, the knight embodied by the player at the top of the screen will attack his opponents.
The larger the chain, the more powerful the attack.
When the player completes a chain, it also applies different effects depending on the color zones it crosses. The more blocks there are in these zones, the stronger the effect.
For example, red inflicts more damage, green heals, and blue charges the player's Ultimate.
Once Ultimate is available, it launches automatically and randomly colors the entire grid. Within a short space of time, players can place their pieces as fast as they like, and they immediately trigger chains, regardless of their size.
We worked hard on this feature, especially in terms of juicyness, because we wanted to make it as fun and dynamic as possible.
On this project, I worked mainly with Excel to balance the 5 different colors of the grid, as well as the enemies and chains according to their size.
Our goal was to produce a game that was fast, satisfying and very simple, despite its puzzle nature: balancing difficulty and player power was therefore crucial.