- Game Design
- Level Design
- Difficulty scaling
- Free to Play Design
- Rewarded Ads
- In-App Purchases
- Background Music
- Sound Effects
— Indiean Games (@indieangames) November 24, 2017
- Number of Pebs you could collect in a given time with some bonuses for streaks/special Pebs
- Have 3 lives - that get deducted when you hit a wrong Peb
- Endless game to see how long you can survive - Survival (just a running number) would be a function of time without getting hit (wrong Peb) and the number of right colored Pebs collected. One wrong hit and game is over.
I call these Indieviations. A deviation that an Indie Game Developer takes which is completely unnecessary. That was my Indieviation #1 for Fungry Birds.
Sorry Isaac Newton, game developers can hack gravity.
Then it struck to me. Beaks! Birds!
The Aliens come to know about the birds-in-the-drone and they hack the drone. The drone now rotates uncontrollably.
- An endless game with the drone always rotating with increasing angular velocity
- The player objective is to eat as many enemies as possible without dying
- Enemies and birds are color coded. For e.g, Red Bird can eat only red enemies
- Any wrong enemy eaten will destroy the bird - only one life
- The player can revive the bird by watching a video ad
- The player gets coins for eating enemies, coins per kill are upgrade-able for coins.
- The player can double the coins earned in the game session by watching a video ad
- Buffet Mode: A brief amount of time that will allow any enemy to be eaten by any bird
- The time that buffet mode is active is upgrade-able for coins
- Drones, Worlds as unlockable via coins
- Coins can be purchased via real money (IAP)
- IAP - Beakguard, to protect the birds against the wrong enemy
- Allow controlling the rotation of the drone
- Since this would mean the interaction would be two handed (one to change position and another to control rotation) I decided it's not worth it and also the premise of drone rotation being hacked would be dented. Also, I have a notion that games with two-handed gameplay are rarely in the hypercasual/casual genre
- Allow the player to switch the rotation of the drone (clockwise to anticlockwise and vice-versa)
- I implemented and tried it, but did not see much advantage for the player. Also, it created a distraction for the player.
- The Enemies are spawned too near the drone and the player gets very little time to react
- I fixed this by spawning enemies far away from the drone
- Create a level based gameplay design
- This is in progress and will continue if this does reasonably well.