WILD RUMBLE | GAME DESIGN

Enhancing both teamplay and
individual skill in a battle soccer.

WILD RUMBLE | GAME DESIGN

Enhancing both teamplay and
individual skill in a battle soccer.

WILD RUMBLE | GAME DESIGN

Enhancing both teamplay and
individual skill in a battle soccer.

Only 3 changes were necessary

Only 3 changes were necessary

Only 3 changes were necessary

Wild Rumble is my personal project, a battle soccer where animals with abilities play a more arcade soccer, without rules. It is currently available on Steam to wishlist.


This is the first prototype of the game. Here there were 4 players per team, the goalkeepers moved up and down and you scored by aiming and shooting at the goal.


I'm going to explain how, with only 3 changes, we managed to encourage both team play and the individual skill of each player to make the game more engaging.

Wild Rumble is my personal project, a battle soccer where animals with abilities play a more arcade soccer, without rules. It is currently available on Steam to wishlist.


This is the first prototype of the game. Here there were 4 players per team, the goalkeepers moved up and down and you scored by aiming and shooting at the goal.


I'm going to explain how, with only 3 changes, we managed to encourage both team play and the individual skill of each player to make the game more engaging.

Goalkepeers as the main objective

Goalkepeers as the main objective

Goalkepeers as the main objective

It was decided that the goalkeepers should not be an opponent that you have to overcome, but an obstacle that you and your team have to defeat together.


Now, when you shoot the ball, it will always be aimed at the goalkeeper, who will take damage and, consequently, his life bar will drop.


A team scores a goal when the opposing goalkeeper's life bar reaches 0.

It was decided that the goalkeepers should not be an opponent that you have to overcome, but an obstacle that you and your team have to defeat together.


Now, when you shoot the ball, it will always be aimed at the goalkeeper, who will take damage and, consequently, his life bar will drop.


A team scores a goal when the opposing goalkeeper's life bar reaches 0.

Have you noticed the HUD that appears above the player who is going to shoot?

This is useful for the following mechanic: Charge the ball


The ball has 3 possible charges: Green < Blue < Orange. Each one more powerful than the previous one.


The higher the charge, the more passes between allies are needed to achieve it and the more damage it will deal to the goalkeeper.

Have you noticed the HUD that appears above the player who is going to shoot?

This is useful for the following mechanic: Charge the ball


The ball has 3 possible charges: Green < Blue < Orange. Each one more powerful than the previous one.


The higher the charge, the more passes between allies are needed to achieve it and the more damage it will deal to the goalkeeper.

And what does that have to do with the HUD I mentioned earlier? That's the shooting bar.


To take advantage of the ball's charge, the player must release the shoot button when the white vertical rectangle is positioned over the green zone.


If the player fails at timing this QTE, the damage of the ball will be as if it had no charge.


With this addition, we ensure that the skill of each player is important to benefit from the team's effort to charge the ball.


And what does that have to do with the HUD I mentioned earlier? That's the shooting bar.


To take advantage of the ball's charge, the player must release the shoot button when the white vertical rectangle is positioned over the green zone.


If the player fails at timing this QTE, the damage of the ball will be as if it had no charge.


With this addition, we ensure that the skill of each player is important to benefit from the team's effort to charge the ball.


Less players, more tactic

Less players, more tactic

Less players, more tactic


And last but not least, we decided to reduce the number of team players from 4 to 3.


In this way, each player becomes more valuable. Plus, with less crowd, it's easier to understand what's happening in the game.



And last but not least, we decided to reduce the number of team players from 4 to 3.


In this way, each player becomes more valuable. Plus, with less crowd, it's easier to understand what's happening in the game.


Conclusions

There are many more differences that I haven't discussed that make Wild Rumble a game that adds some freshness to the soccer genre. But these 3 are the most important changes for the challenge we set ourselves.


I'm very happy with the result and it was a great design exercise!


There are many more differences that I haven't discussed that make Wild Rumble a game that adds some freshness to the soccer genre. But these 3 are the most important changes for the challenge we set ourselves.


I'm very happy with the result and it was a great design exercise!


There are many more differences that I haven't discussed that make Wild Rumble a game that adds some freshness to the soccer genre. But these 3 are the most important changes for the challenge we set ourselves.


I'm very happy with the result and it was a great design exercise!