Working with programmers and artist, I created game mechanic flow charts, character movement templates and in game object scale sheets.
Problem Solving
A concept is not always sounds, no matter how well its pre-planned. The aerial mechanics of the game were a challenge.
Problem: Players are blasting themselves away from each other whenever they try and shoot one another
Solution: changed shotguns to work as a charge shot
long charge = high recoil blast, but high damage shot
short charge = light recoil blast, with normal damage
Risk losing position for higher damage output
(if used properly) high damage + player gains distance away from enemy counter
Problem: players kept dyeing to the lava on the bottom & players had trouble closing distances to engage in a dog fight.
Solution: added air currents around bottom of the map.
This carries players back to the top of the map.
This also helped funnel the players into more encounters.
promotional material
Public Play testing
During Production, we had the chance to get public feedback at the Philadelphia Com-icon. It was a great experience to share our game and get feedback from a wide range of players.