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Clash Ramblers

Clash Ramblers is a 2 - 4 player couch co-op dungeon crawl inspired by games like King of Meat, Fall Guys & Diablo

DESIGN GOALS

  • Create a fun & engaging game demo with an exicting gameplay loop & eye catching level design

  • Understand and develop player feedback into more developed & polished gameplay

  • Create a game demo that showcases my current skill while also allowing me to experiment, develop and improve with them

Learning Outcomes

  • I learned to crtitically analyse other like-minded games and pick out what they did right and where they could improve to further my own work

  • Understood project scope and learned to work and manage deadlines in order to complete a finished project

  • I learned to quickly diagnose and solve complexed bugs while keeping the programming modular

Clash Ramblers

Roles: Lead Gameplay & Level Designer

Year: 2024 - 2025

Genre: Couch co-op dungeon crawl

Themes: Chaotic Fun & Repeatable Competition

Platform: PC with Controller support
Description

Clash Ramblers is my Final year FMP.It is a 2 to 4 player couch co-op inspired by fun and chaotic games such as King of Meat, Fall guys and more serious dungeon crawlers like Diablo I, II & IIIIn this game the players take the roles of gladiators competing for the title of Clash champion, to do this they must entertain crowds, through completing a dungeon inspired obstacle course with unquie challenges & objectives and make it to the end of the dungeon

What I did

In this solo project I mainly focused on creating a fun and repeatable gameplay loop through random mechanics such as challenges, enemy waves & loot. Which has the purpose of creating a game where no two playthroughs are exactly the same.

I also focused on the level design to create eye catching level's  with fun & engaing mechanics that encouraged explortation and cretive thinking. With rewards like gem's and hidden weapons

Finished | Prototype Gameplay Showcase

Level Design

The Dungeon

the lobby room is the first room the players see, it is meant to ease the players in the game and allow them a chance to try the movement controls before entering the dungeon this includes a shop where players can buy weapons if they have gems from previous playthroughs

When desiging the lobby I wanted to create a small space with details pointing to the fact that the characters had been their for a while and they were not the first ones as well as showcase the demanding figuire of the commentator who silently watches them from a throne

The Dungeon's beginging

The start and moat room, are the first two rooms the player will encounter, both of these rooms are used to ease the player into the game before getting into the "thick" of it the whole level is linear while also having a commentator to explain what the players will be doing during each room.

The starting room has the commentator welcome them and explain to the players what the are their to do, as well as introduce the combat into the game through a few skeletons

The "Moat" room introduces the players to traps and the bomber type eneimeis that hurl bombs at the players while they make their way through the various traps & hazards I also left in a few shortcuts to encourage out of the box thinking for the players

The Castle

In the castle room, the player face a variety of challegnges and objectivees the goal of this room was to make it feel as alive and interactive as possible this was achieved by the players actions having a direct impact on the level such as the enemy castle collapsing when the players destroy the targets or a ramp being created when the players defeat enough of the enemies.

The commentatorhelps the players out through level sequencers where he explains what the next steps are.

In this room the players have a cannon battle with a enemy castle fight through waves of unquie enemies and then climb up ramps donkey kong style.

The boss room 

The boss room is the final room in the level where the players must face off against a mighty golem, for this boss fight I researched a variety of different fights from different games such as gear of war, Hollow knight, God of war & Dark souls, I wanted to see what made their fights memorable and implement them into my own.

The first thing I did was make sure that the boss felt intertwinned with the level so he breaks out of a statue when the players enter and summons pillars and eneimeis to protect himself.

I also wanted some flashy moves that the players could learn to dodge and take advantage of like the explosion causing a massive area of attack but leaving the boss to cool down for a few seconds

and thirdly I wanted the players to be able to physically see the damage they were doing to the boss so as the fight progresses the bosses appearance starts to crumble and he starts to smoke.

Start Menu.png

Overview

What worked:

  • I got to really immerse myself into games design and learned a ton of new things and pushed my skills to a new level

  • I created a game with replayability that people enjoyed during playtesting and during the graduation show, while reciving genuine reactions that I wanted the game to give people such as exictment, laughter and joy

  • I managed to cram a lot of gameplay and feature's into just 9 months of development for my first serious project I reckon I did very well

 

What could have been improved:

  • The project scope was a bit to much for me to handle on my own, and I was unable to bring some features I wanted into the spotlight a smaller scope & more development time would see this project leap bounds

  • The direction & challenge of the game was not always met with excitment, leading to the gameflow sometimes being disjointed, easing the players into the game with a tutorial level will have players enjoy the full experience more

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