Shopping Spree

OverviewShort DemoProblemWhat I did - ProgrammingWhat I did - DesignIterations

Short Demo Video

Overview

Task : Create a fun game for the festival (There will be guests coming to play our game). Better to be a multiplayer game.
Theme: Shopping
Game: It is a 4 player game and 2 vs 2. The players have to play through 3 mini party games.

Role:
Programmer | Game designer
Team Size:
5
Length:
2 week
Time:
Nov 2021
Programming Languages:
Unity c#
Platform:
UX Tool:

Problem

Programming

I programmed 2 of the games and the main game management.

Design

Game 1:

Design problems I faced and decided:
  • How many items will fall at a time, should it be random?  What is the frequency of item falling? How long does it take for the items to drop?
  • At first the game is 60 sec.  After we did play test, we changed the game to 90 sec. From my observation, this is because it takes time for the players to cooperate.  
  • The place and the height where the items fall from are always random but the amount and the frequency of items falling are fixed for every round. Since the game was for festival, the players might only play our game for once or twice. Additionally, we didn’t have time to do several play-tests. I thought making the amount and the frequency of items falling fixed was a better way to control the gameplay experience. The amount of the items fall are between 2 to 6. At the beginning, and the frequency is low. Then the frequency rise and gets more intense.

Game 2:

Design problems I faced and decided:
  • Should the waiting time only depends on the total amount of the fruits in a line? Or should we consider the time a person moves a shopping cart?
  • I decided to go with taking the time a person moves a shopping cart into consideration. One reason is it is more close to realistic. Another is it increases the difficulty for the players to choose which is the shortest line.

Iterations

Full Demo Video