Jazz Out

Fast-paced, jazz-themed combat-platformer, where the player completes levels by using enemies as platforms.

Key Takeaways The value of rapid prototyping for iteration

Clear way of showing ideas - reducing misunderstandings.
Enables decision-making based on playtests in context of the game rather than theory alone.

RoleTech Gameplay Designer

EngineUnreal Engine 5.3

Team size10

Timeline7 weeks - Q2 2024

Ideation - 4 days

Prototyping - 6 days

Production - 5 weeks

Overview

Design & implementation highlights

Kick ability designed to help players reach and keep a state of flow
Combo system designed to provide additional level of meaningful challenge

Project

Project brief

Create a game in Unreal Engine based on at least one of three themes: - "With a twist", "Once upon a time" and "It's dangerous to go alone".

Team goal

Make a game based on the "With a twist" theme. A combat platformer, where enemies are used in the game's platforming.

Design pillars

Action

Fast paced, engaging and satisfying gameplay

Exploration

Find the perfect line to improve your best time

Mastery

Gain satisfaction from seeing yourself getting better

Core gameplay loop

Gameplay design

Problem Gameplay wasn't dynamic

Lack of player choice - players only had two abilities: punch and blink, and blinks could only be followed up by another blink in the air - often back down to the ground.
Players were limited in how far they could go in the air, which was a shame due to the freedom offered by the blink ability
Gameplay felt like a game of connect the dots, where all the player had to do was to keep pressing the blink button to connect NPCs until they reached the end of a level

Solution #1 Kick ability

Designed and implemented an ability that hurls an enemy into another enemy, launching both of them into the air upon impact.
Players could now create paths in the air instead of being forced to the ground, giving them greater control of traversal
Players weren't forced back to the ground as often, making it much easier to reach and retain a sense of flow
How long can the player stay off the ground? An additional challenge for players to take on and improve

Solution #2 Wall jump

Designed and implemented a movement ability where players can jump off a wall once to reach otherwise inaccessible platforms and enemies
Another tool to for players to create their own path, granting even more freedom of movement
Chain together blinks between enemies that are just out of reach with just a jump and blink

Problem Shallow level of challenge

Few dimensions of challenges - the game didn't provide enough aspects to master
No gameplay feedback for mastering the balance between combat and movement abilities
Players could skip entire levels by just blinking to an enemy they kick in front of them over and over again

Solution Combo System

Designed and implemented a combo system that lowered the base movement speed, limited the usage of blinks and granted bonuses during an active combo.
Players now had an additional incentive to keep pushing forward - to keep their bonuses before the combo runs out
The game now provided continuous feedback that the player is doing well, by granting an empowerment by increased mobility

Game Feel Goal: enhance the power fantasy

Solution Jump Boost

Speed boost after jumping off an enemy to incentivize players to jump from enemies as much as possible to maximise their speed (design and implementation)

Solution Music Layering Implementation

Strengthens the jazz theme and creates positive feedback by adding musical layers with increased combo score (technical design and implementation)

Design process

Prototyping

Concept 1 3rd person sword fighter

Sword fighting game where the player defeats enemy mannequins by cutting off ropes to their crosses.
I spent half a day playing around with rope and ragdoll mechanics and after discussing it with the team we agreed on the following risks:
Few developers - accurate detection of which ropes are being cut could require a lot of effort testing time to avoid player frustration.
No dedicated animators - a variation in enemies for players to engage with would require an increased number of animations.

Concept 2 Enemy Utilizing Platformer

First person platformer where enemies are used as platforms instead of being defeated

Prototype 1

I spent two-three days on interpreting the concept and trying out how enemies could be turned into platforming elements. For this prototype I tried combining a flinging mechanic with platform movement, so that the player could create their own paths through levels.
Fun to fling enemies
Choppy gameplay

Prototype 2

I picked up a prototype that a teammate had started working on and continued exploring the concept for two days (he had implemented the uppercut and blink abilities) - that way we had a somewhat similar direction while continuing trying out different possibilities.
Fun to juggle enemies while platforming
Better, but still no real sense of flow