Game Concept
Roo vs Pooch
Concept statement:
Imagine if you need to fight a kangaroo! But it's not like any usual fight, because you are a pooch! And no human will save you from the trouble. So prepare yourself, bring your best game and always watch out of wind conditions!
Genre / category:
Fighting turn-based strategy game.
The game has aspect of fighting game, where there is a combat/fight between players (one-on-one) in a confined space. Player will take turn to attack the opponent and need to make strategic decision when to utilize power-ups to maximise the damage within the given environment (changing wind direction and strength) and aiming to win the fight.
Concept creation process and influences:
The creation idea of Roo vs Pooch are heavily inspired by nostalgic flash game Fleabag vs Mutt. After deciding the basis of my game, then I am analysing what game components will need remain the same (such as game play, wind aspect, mocking expression when enemy missed) and what components could I change or add in this game.
Here in Australia, we have our own unique animals, and one of them is kangaroo. Another inspiration is coming from several viral videos of kangaroo was "fighting" with dog(s) (and owner of the dog came to the rescue). So I am thinking, why not making this game is about kangaroo vs dog, but in a safer way without interference of human by making the dog in the safety of house backyard and separated by fence from the kangaroo in the wild.
Another things I changed in this game are some power-ups being used. I am planning to use flip camera effect to make game harder at certain point for enemy when they are attacking, enemy become bigger and easier to be targeted, while still using the double attack booster.
For 1 player where the enemy played by AI, on hard level of difficulty, on top of AI better precision in aiming our character with their weapon, I plan to make each player plays while there is an earthquake (effect), making game become more challenging.
Audience and competitive analysis:
Target audience for this game is for everyone (irrespective of gender or specific ages) who is more of casual gamers.
This game is a casual game, fast paced and simple enough to understand the gameplay easily. In addition to that, people who never play this game can use the controller (which is only using mouse - left button) without any difficulties, which make this game compatible with wide range of age and different skill of gaming. However, since this game is more of party game style, it is unlikely will attract dedicated gamers who probably wants to play game with more complex gameplay and some achievement/purpose.
So, if you are just want to take a short break, kill time, having fun with friends, breaking ice at party, or feeling nostalgic, then this is the game that you must try!
Game treatment and concept art:
In Roo vs Pooch, you are a pooch (for 1 player vs AI mode) who will defend dignity of your kind and protect the territory (house) of your human bestie by fighting a kangaroo who dare to come near and challenge you. Unfortunately, as much as you want to flex your agility and intimidating snarl, you can't really fight the roo physically, since your best friend hooman seems to remember to close all gates today. But worry not, you still can beat the roo with your plenty stock of bones in the comfort of backyard, you just need to aim it right!
1 player mode will have choice of easy, (possibly medium), and hard mode. For 2 players mode, you and your friend will take turn between characters and need to decide whether you want to be roo or pooch. Roo will throw sticks that are plenty in the wild, and pooch will throw bones that you keep for snack time.
Controls of this game will only using left button mouse. When it is your turn, you will need to click left button mouse and hold to control the strength of your throw power. The longer you hold, the stronger your throw will be, then you can release the left button mouse to initiate your attack (throwing your weapon). However, wind plays crucial role in here, since it will change direction and strength randomly. You will need to adjust your power based on wind direction and strength. You can choose to use each power-ups once in the game, so you need to use it wisely. When your attack hit your enemy, your enemy's health will be reduced and when it run out of health, then you win (vice versa).
For the concept art, since one of some fun parts of this game is the animation (expression, effect) of the characters when some events happened (hit by enemy's weapon, enemy missed the aim, winning the fight), therefore customise image will be needed to achieve this goal. Overall, the art style of this game will be 2D cartoonish digital hand drawing with simple colouring. Sound effect will also make contribution in enhancing overall effect of this game, however further research will need to be done in order to find the right sound effect for the game.
Below are some sketches of the concept art, and more images will be needed to create the sprites for still graphics and animations for the game assets.
References:
Fleabag vs Mutt game:
https://www.twoplayergames.org/game/fleabag-vs--mutt-2
Videos of kangaroo "fight" with dog(s):
https://www.youtube.com/watch?v=GBnQWwp_C-4&t=31s
Roo vs Pooch
More posts
- Devlog week 06 - Testing19 days ago
- Documentation + User Guide22 days ago
- Devlog week 05 - Polish and UI25 days ago
- Game Testing28 days ago
- Devlog week 04 - Presentation / Graphics32 days ago
- Devlog week 03 - Player Damage39 days ago
- Devlog week 02 - Wind condition and Visual Representations46 days ago
- Devlog week 01 - Player's Weapon Movement53 days ago
Comments
Log in with itch.io to leave a comment.
Overall this is a really fun concept, with a neat twist on an existing game to make it set in Australia. The idea is communicated well especially with the custom concept art, but more visual communication and focus on the physics-based projectile gameplay was needed to get a clear picture of the game. Some parts of the devlog could have been written in a more exciting way to market the game instead of explaining how the game will be made.
From a feasibility standpoint, I don't foresee any issues other than it being different to the tutorial work, but I am confident you can handle it, and I'm glad there is an aim for some powerups to make the game more interesting :)