Design Documentation: https://docs.google.com/document/d/1DjQMrk4AC8yg9CqK0vUQlIHMZi-WkUwRkA97tFFqt0M/...


Pattern: https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3273

Pattern Description:

To recontextualize earlier stages of the game through progression. One solution is to gradually decrease the time that the player character spends to perform the same tasks that are required from an early stage of the game. To do so, players begin by managing the anchor resource to acquire upgrades or better tools, which improve their efficiency in obtaining more of the resource. This feedback loop allows players to progress through the game more effectively. The cycle creates a more satisfying sense of character progression for the players.

https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3276

Pattern Description:

To encourage players to improve their efficiencies in completing certain tasks in the game, designers can add soft or hard time limits to the game to encourage players to plan and optimize their actions. The time limits create pressure, encouraging players to think ahead and optimize their strategies, making the gameplay more engaging and rewarding.


Implementation description: 

Players can move and mine in four directions using either the WASD keys or the arrow keys. Mining rocks grants upgrade points, with the amount depending on the rock’s rarity. Players can use these points to upgrade their pickaxes, allowing them to mine faster. Meanwhile, lava gradually rises from the bottom of the screen, forcing players to keep moving upward. The goal is to reach the top before being overtaken by the lava.


Updated 28 days ago
StatusReleased
PlatformsHTML5
Authorskokoiskoko, BoringShark, YanyueS, SherryCh
Made withUnity