Live Ops pt 2

If considering this game to actually be released in May, we want the player to experience the current seasons that are exhibited in real-life. Near the beginning of the games life span, would be to understand that the player just needs some more general content that was considered to create a new planet theme for the players and increasing the design pool for each variation of puzzles. This would mean the player would just get some more general content.

To continue this growth, the game will when it would hit June, the considering for Summer based content would be made, so implementing a new Planet for the players which would include brand new puzzles in general, so this would mean implementing new method of using the mechanics, but this would also translate into cosmetic items, as the introduction of a new season only currency would feed into FOMO with certain cosmetics that will be locked behind the season and can only be earned with this currency. Although the game already has a season point system, the idea is that allowing A Season Pass, Seasonal Point Collectable and a Season Based Currency would engage the player base.

And then moving on to Halloween and Winter and Spring, keeping the process of content relatively simple, but with each season, there will be more challenges implemented to give players more things to do. During the Winter season, the idea was to also create more puzzle for the players so this meant creating a bigger design pool of puzzle variations. Introducing certain buffs or debuffs to either player group as presenting it as a new game mode to retain player investment.

Finally after a whole year, the player base should fully understand the simple game and than have a method to customise and create their own puzzles as a community can form around it and build the game. This also allows creativity to flow naturally and even create different game modes in the process.

Below you will find a general timeline of the game:


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Audio Design pt 2

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Placeholder Level Showcase