Celestial Clash
Celestial Clash is a 2D platform fighting game based around the 12 zodiac signs. It’s high-octane, party-game fun with a competitive edge!
Gameplay Design
Create a game that balances party-game fun with competitive potential.
Allow players to create customized movesets that appeal to their personal playstyles.
At least 2 unique stages that compliment the movement and recovery system.
Goals:
Designed 3 normal attacks and 12 signature moves.
Fine-tuned fluidity of combat feel and movement.
Spearheaded design of combat mechanics and systems design.
Combat Design:
We decided signature moves based on value. We questioned what a specific ability would add to the game, how it would feel, and considered different archetypes. Combo moves? Finishing moves? Projectiles? Spacing tools? We kept all these questions in mind when designing moves to ensure players had control over how they wanted to play the game.
Every designer created different iterations of each move and gave feedback on the others. After discussion, designers would compromise on ideas. We would collaborate to adjust concepts, continue with one particular idea, or combine multiple ideas. This process allowed each designer to develop unique moveset ideas while also collaborating with others.
Design Process:
During the second half of the project, all other designers dropped out for personal reasons. I was tasked with designing all remaining signature abilities, implementing them, and balancing them. The design process changed from a collaborative one to an iterative one.
Setbacks:
Showcase of different signature moves
Designed 2 unique stages with different blast zones, layouts, and gimmicks.
Designed each stage with movement, edgegaurding, and signature abilities in mind.
Fined-tuned platform spacing and sizes through rounds of iteration and playtesting.
Level Design:
Celestial Clash is a game where its fluid movement is a defining feature. This fundamental concept is what I kept in mind when designing each stage. Stages were designed to have multiple platforms and differences in elevation to emphasize the movement mechanics of the game.
I designed the stages to highlight the signature abilities as well. The strengths and weaknesses of an ability are showcased differently depending on the stage. It was important to make each stage fundamentally different from the other. One would be horizontal and the other vertical.
Design Process:
Both stages must have multiple platforms.
Both stages must have easily accessible walls to wall jump on.
Both stages must be viable for 2-4 players.
Both stages must feel fundamentally different from the other.
Both stages must have varying degrees of elevation.
A “Design Philosophy” was made to ensure that both stages enhanced movement mechanics and highlighted different aspects of each signature ability.
Design Philosophy:
In charge of hosting playtests for every update of the game
3 different series of playtests per update
1. In-Houses
2. With Friends
3. With Strangers
Encouraged Think Alouds for all playtesters.
Created feedback forms for players to fill out.
Balanced, iterated, and changed moves in Unity based on player feedback.
Is a move too strong?
Is a move too weak?
Is a move fun to use?
Balancing:
Animations
Damage Values
Base Knockback
Knockback Growth
Knockback Angle
Hitboxes
Technical Implementations:
Celestial Clash Team!