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Calami-tea

Calami-tea is a game that we created for the Montréal game Jam 2023.
 

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Our team : Game Designers/Level Designers:  Jonathan Dupuis,Antoine LussierArtists: Oceanne Morin, Pierre SilvaProgs: Étienne Héroux-Cossette , Gauthier Bienvenu, Daniel Haselock

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Our prompt was a historical event.  Our team decided to go with The Boston Tea Party, because we found it was a setting that we thought we could do something funny. After that, we came up with the idea to do a side scroller Beat hem All. We decided to go with this style of game because we thought we would be able to complete one level and a boss in the 48h we had.  In this project I did *main player design*, enemy design, boss design, level design in collaboration with Antoine Lussier the other game designer.

Character Design

We designed two playable character, each of them would have a special ability that would set him apart from the other. We wanted to encourage the player to make combos with their special ability, so we designed them to work together. The first draft was an attack that would hit multiple enemies at the same time, so we came up with a spin attack. For the second player we wanted a crowd control that would pull the enemy all at the same spot, but unfortunately it didn't make it into the game, so we shifted to another special. We decided to go with a ranged attack that hit multiple enemy, so we went with a ''grenade''. 

Boss Design

​The boss was the first thing we design because we knew that one of our programmer would have to work on it for the full 48h. We wanted to design something that would be easy to understand, since there would be no cutscene. Since we had little time and wanted to go with something easily understood, we stayed closed to boss and genre trope. We went with phases where the boss is invincible and after doing all is action we can fight with him, then you repeat this until the boss die. During the boss invincible phase the boss drop cannonball from the ship to attack the player.

Boss Pattern

The first pattern is random, so the player when he spawns in the map as a low chance of getting hit by this and can safely learn what is going on.

 

Then we went with simple line that spawn from the left and goes to the right to push the player towards the center of the arena. 

Now that we pushed the player towards the center we wanted to create a unique pattern that would be the identity of the boss, so we came up with a pentagon and a star shape

We know where he is likely to be standing, so we went with a unique pattern that would be the identity of the boss: a pentagon and a star shape.

Since we pushed the player to the center and know where he is likely to stand, we reused the previous pattern but this time to push the player away from the center 

​Finally, now that we don't really know where the player could stand, we went with a targeted attack where the boss drop cannonball on top of the player. Once this phase, finish the boss drop and fight in a melee with the player.

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