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NIGHT’S WATCHGame Pitch
Document
By Krishnendu
De
1
CONTENTS
Headings
3,4,5,6
Introduction
7,8
Game Mechanic
9
Core Loop
next version
Social Features
next version
Monetisation
Loop
10,11
Retention
2
This game is a
“Plants Vs Zombies” meets “Best Fiends”
Introduction
+ =
3
4
Introduction
Casual Puzzle Game
Game Theme
Inspired by
Game Of Thrones
3D - Top Down
Camera Angle
• Like PVZ players have to defend ‘Night’s wall’ by destroying
incoming AI characters (white Walkers)
• *The twist : Game characters don’t fire automatically at AI
enemies.
• Instead, players match coloured ‘orbs’ in a circular container
causing defenders to fire at AI enemies. Simple!
015
Match 3 Game Play
Actual Game Play area
where characters & AI fight
Spell (Power Up)
Enemy (AI)
Depicting White Walkers
Player Characters
Objective -
Don’t let Enemy cross this door
Defences
Match 3 or more
same coloured orbs
1
Character types have
different coloured Orbs
2
Depending on Orb colour,
corresponding character fires
3
Player rotates the container
to trigger combination of similar coloured orbs.
Please refer this video -
Link http://bit.ly/1Oezixu
Hero Characters
Players control diff characters
Each character has an individual orb
Hero firing at enemy
6
Game Mechanic
• Players rotate circular container and try to match 3 or more orbs depending upon
which defender they want to fire at enemy
• Matching is similar to Link http://bit.ly/1Oezixu
• Matching 3 or more orbs gives power to heroes
• Heroes use this to fire at enemy (white walkers) to destroy them
• Killing white walkers give Player Xp points
• Accumulating Xp helps player levelling up and unlocking new heroes, defences
and spells
• Power Currency help in adding Heroes, defences and spells before every game
play
7
WHAT IS TRAINING CENTRE?
• Players can choose his combination of troops (Hero, Defence, Spells) with which he can start
a level
• This process of selection is done at Training Centre
• Different types of heroes, defences & spells are unlocked by attaining higher Player Xp
• Once unlocked, a particular unit can be added by the player
• Choosing/adding units require game currency
• Chosen unit takes few seconds to be added and to be used by the player in the level against
AI
• Please refer the next slide for ‘Training Centre’ prototype image
7
TRAINING CENTRE
Power Currency
to equip instantly
1000
equip now?
Types of Heroes to equip
Defence & Spells
Slots for selecting
army
Players can visually
see what
combination he
selects!
Price of currency
11
Hero, Defence and
Spell
TYPES OF HEROES, DEFENCE & SPELL
1 2 3
Types of Defences :-
1. Bomb - Destroys AI when steps on
it
2. Freeze - Halts AI for 10 seconds
when steps on it
3. Change Pos - Player can change
heroes position horizontally
Player can equip defences before game
play & plant on game area during game play
Types of Heroes :-
1. JN - Basic hero to start with, fires
with level 1 power
2. D - Fires with level 2
3. T- Fires with level 3
Heroes can be unlocked by levelling up
player XP level. Each hero has its distinct
orb colour
Types of Spells :-
1. Spell - Player can drop spell
directly on enemy to decrease its
health (life)
2. Healer - Player can use it to revive
hero’s life
Player can equip spells before game play &
plant on game area during game play
8
1 Basic game
action
CORE GAME LOOP
Match 3
container
Heroes fire & kill
AI
2
Killing enemy
gives XP
3
XP Unlocks
Game
Upgrades
4
To fight against
strong Enemy
Energy System
Matching 3 or more
orbs, give power!
Adding Troops
before game play
Works like ‘Time Tokens’
And when empty, player can utilise
his power currency to refill and start
game play!
5
Players can equip
1. Heroes (diff types)
2. Defences
3. Spells Player starts the
game with 50k
9
Game Retention
Strategies
Daily
Rewards
Reward
Anticipation
Push
Notifications
First Time
UX
Resource
Management
Meta
Game
1. Player can play mini
game to accumulate
‘power currency’
2. Mini Game similar to
rotating the orbs
container;
http://bit.ly/1Oezixu
3. Can also win big bonuses
like unlocking a new hero,
Defence or spell; and
trying out once in the
game play!
1. Game may have
‘Unpredictable surprises’
2. Like in Daily rewards
section
3. Visual Representation of
next Upgradable Hero,
etc. on Result Screen
4. Game Dynamism
All these factors; would
encourage players to keep
returning to the game
‘anticipating *New
reward/game element’
1. Notifying player when
‘energy meter’ (time
tokens) is filled up
2. Or retargeting non playing
users by sending a
message encouraging the
player to visit the game.
1. Player can be directly
made to play the game on
his very 1st launch and
then navigated to main
menu.
2. The message that player
has to fight against white
walkers playing as
defenders then needs to
be communicated in that
interactive tutorial level!
1. Player will be able to add
heroes, defences and
spells in Training centre.
2. And on returning back,
player can user these
troops to destroy
enemies.
3. Push notification when all
troops are ready to be
used can be sent; so that
player is encouraged to
open the game!
Concept very similar to Clash
of clans. Fore more refer this
slide ‘Training Centre’
1. The player can try various
combinations of Hero,
Defence and Spells
before the game play.
2. Figuring out which
combination works best in
different levels would add
to retention.
Players can select ‘assists’ in
a separate dedicated section
called ‘Training Centre’
10
Game Retention
Life Time Progression of Player
Day 1 Day 7 Day 14 Day 30 Day 90 Day 180
1. Discovers the game
mechanic
2. Finds out about Heroes
and its dependency on
different coloured orbs
3. Discovers how to train
troops in training centre
4. May figure out that the
game starts with 50k
game currencies
1. Reaches higher Player
Xp level
2. Unlocks new hero,
defence and spells
3. May figure out that the
available basic game
currency ‘power’ is limited
1. Falls short of game
currency
2. Gets introduced to
tougher AI
3. Either does IAP to collect
more troops or waits for
troops to be added in
Training Centre
1. To Be updated later 1. To Be updated later 1. To Be updated later
10
GAME DYNAMISM
3
Types of In Game Power Ups :-
1. Power Currency - Basic Game currency to equip
game elements
2. Random Power Ups - Like Bomb etc.
3. Gems- Hard currency
These can be generated randomly (dependant on
user behaviour) & player can take them by firing at
them!
2
1
Reward Anticipation :-
Visually shows the player what rewards or random
gifts player can win by improving score, or gaining
currencies!
1
2
3
12
GAME PROTOTYPE FLOW
level Selection
Training Centre
Game Play
Result Screen
13
Social Features
Share
Sharing Status updates
Bragging
Social Messages to brag
high scores from result
screen
Friend Points
Integrating Fb friend’s invite
with in game currency like
Power
Social
Leaderboards
Level Based fb or global
leaderboards where players
compare their scores
14
SOCIAL FEATURES
Fb
Invite
Share
Thank YouFeedback Appreciated!
By Krishnendu
15

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Game of thrones - Game Concept

  • 2. CONTENTS Headings 3,4,5,6 Introduction 7,8 Game Mechanic 9 Core Loop next version Social Features next version Monetisation Loop 10,11 Retention 2
  • 3. This game is a “Plants Vs Zombies” meets “Best Fiends” Introduction + = 3
  • 4. 4 Introduction Casual Puzzle Game Game Theme Inspired by Game Of Thrones 3D - Top Down Camera Angle • Like PVZ players have to defend ‘Night’s wall’ by destroying incoming AI characters (white Walkers) • *The twist : Game characters don’t fire automatically at AI enemies. • Instead, players match coloured ‘orbs’ in a circular container causing defenders to fire at AI enemies. Simple!
  • 5. 015 Match 3 Game Play Actual Game Play area where characters & AI fight Spell (Power Up) Enemy (AI) Depicting White Walkers Player Characters Objective - Don’t let Enemy cross this door Defences
  • 6. Match 3 or more same coloured orbs 1 Character types have different coloured Orbs 2 Depending on Orb colour, corresponding character fires 3 Player rotates the container to trigger combination of similar coloured orbs. Please refer this video - Link http://bit.ly/1Oezixu Hero Characters Players control diff characters Each character has an individual orb Hero firing at enemy 6
  • 7. Game Mechanic • Players rotate circular container and try to match 3 or more orbs depending upon which defender they want to fire at enemy • Matching is similar to Link http://bit.ly/1Oezixu • Matching 3 or more orbs gives power to heroes • Heroes use this to fire at enemy (white walkers) to destroy them • Killing white walkers give Player Xp points • Accumulating Xp helps player levelling up and unlocking new heroes, defences and spells • Power Currency help in adding Heroes, defences and spells before every game play 7
  • 8. WHAT IS TRAINING CENTRE? • Players can choose his combination of troops (Hero, Defence, Spells) with which he can start a level • This process of selection is done at Training Centre • Different types of heroes, defences & spells are unlocked by attaining higher Player Xp • Once unlocked, a particular unit can be added by the player • Choosing/adding units require game currency • Chosen unit takes few seconds to be added and to be used by the player in the level against AI • Please refer the next slide for ‘Training Centre’ prototype image 7
  • 9. TRAINING CENTRE Power Currency to equip instantly 1000 equip now? Types of Heroes to equip Defence & Spells Slots for selecting army Players can visually see what combination he selects! Price of currency 11 Hero, Defence and Spell
  • 10. TYPES OF HEROES, DEFENCE & SPELL 1 2 3 Types of Defences :- 1. Bomb - Destroys AI when steps on it 2. Freeze - Halts AI for 10 seconds when steps on it 3. Change Pos - Player can change heroes position horizontally Player can equip defences before game play & plant on game area during game play Types of Heroes :- 1. JN - Basic hero to start with, fires with level 1 power 2. D - Fires with level 2 3. T- Fires with level 3 Heroes can be unlocked by levelling up player XP level. Each hero has its distinct orb colour Types of Spells :- 1. Spell - Player can drop spell directly on enemy to decrease its health (life) 2. Healer - Player can use it to revive hero’s life Player can equip spells before game play & plant on game area during game play 8
  • 11. 1 Basic game action CORE GAME LOOP Match 3 container Heroes fire & kill AI 2 Killing enemy gives XP 3 XP Unlocks Game Upgrades 4 To fight against strong Enemy Energy System Matching 3 or more orbs, give power! Adding Troops before game play Works like ‘Time Tokens’ And when empty, player can utilise his power currency to refill and start game play! 5 Players can equip 1. Heroes (diff types) 2. Defences 3. Spells Player starts the game with 50k 9
  • 12. Game Retention Strategies Daily Rewards Reward Anticipation Push Notifications First Time UX Resource Management Meta Game 1. Player can play mini game to accumulate ‘power currency’ 2. Mini Game similar to rotating the orbs container; http://bit.ly/1Oezixu 3. Can also win big bonuses like unlocking a new hero, Defence or spell; and trying out once in the game play! 1. Game may have ‘Unpredictable surprises’ 2. Like in Daily rewards section 3. Visual Representation of next Upgradable Hero, etc. on Result Screen 4. Game Dynamism All these factors; would encourage players to keep returning to the game ‘anticipating *New reward/game element’ 1. Notifying player when ‘energy meter’ (time tokens) is filled up 2. Or retargeting non playing users by sending a message encouraging the player to visit the game. 1. Player can be directly made to play the game on his very 1st launch and then navigated to main menu. 2. The message that player has to fight against white walkers playing as defenders then needs to be communicated in that interactive tutorial level! 1. Player will be able to add heroes, defences and spells in Training centre. 2. And on returning back, player can user these troops to destroy enemies. 3. Push notification when all troops are ready to be used can be sent; so that player is encouraged to open the game! Concept very similar to Clash of clans. Fore more refer this slide ‘Training Centre’ 1. The player can try various combinations of Hero, Defence and Spells before the game play. 2. Figuring out which combination works best in different levels would add to retention. Players can select ‘assists’ in a separate dedicated section called ‘Training Centre’ 10
  • 13. Game Retention Life Time Progression of Player Day 1 Day 7 Day 14 Day 30 Day 90 Day 180 1. Discovers the game mechanic 2. Finds out about Heroes and its dependency on different coloured orbs 3. Discovers how to train troops in training centre 4. May figure out that the game starts with 50k game currencies 1. Reaches higher Player Xp level 2. Unlocks new hero, defence and spells 3. May figure out that the available basic game currency ‘power’ is limited 1. Falls short of game currency 2. Gets introduced to tougher AI 3. Either does IAP to collect more troops or waits for troops to be added in Training Centre 1. To Be updated later 1. To Be updated later 1. To Be updated later 10
  • 14. GAME DYNAMISM 3 Types of In Game Power Ups :- 1. Power Currency - Basic Game currency to equip game elements 2. Random Power Ups - Like Bomb etc. 3. Gems- Hard currency These can be generated randomly (dependant on user behaviour) & player can take them by firing at them! 2 1 Reward Anticipation :- Visually shows the player what rewards or random gifts player can win by improving score, or gaining currencies! 1 2 3 12
  • 15. GAME PROTOTYPE FLOW level Selection Training Centre Game Play Result Screen 13
  • 16. Social Features Share Sharing Status updates Bragging Social Messages to brag high scores from result screen Friend Points Integrating Fb friend’s invite with in game currency like Power Social Leaderboards Level Based fb or global leaderboards where players compare their scores 14 SOCIAL FEATURES Fb Invite Share