Design Takeaways
Mini Monstrosities is a rogue-like that focuses on utilizing a team of helpers to defeat enemies and challenging bosses. The player character is unable to attack or defend themselves directly, but possesses the ability to create and command a unique set of helpers to attack for them.
With the focus of the game centering around the helpers and the command system, playtesting and research went into making controls that were intuitive and easy to pickup for all players.Various control schemes were tested across several iterations of the game. The team noticed the importance of being able to select and command specific helpers in a combat situation, leading us to the final control scheme. I learned more lessons about creating teachable moments for the player. The tutorial section was something that came later on in the development of the game and became very core to making sure the player knew what they were capable of.
During this project, I also gained some experience on what it means to be a project manager. I learned how to structure goals and plan towards milestones on a long-term project, gaining some insight on how the production side of development operates. Planning for the unexpected was something of the regular during this project.
Overall, tackling a unique design challenge did not come easily, but the lessons learned from the experience really helped me grow as a designer.
Tools Used
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Unity
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C#
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Miro
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Google Workspace
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Github Desktop
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Adobe InDesign
Roles
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Game Designer
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Level Designer
- Project Manager
Process Work

A GIF created early on in the game's production featuring a control scheme and UI that would later be reworked.

An early concept of the game loop.

A GIF created early on in the game's production featuring a control scheme and UI that would later be reworked.