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Trojeanne

System Designer - 2D - 2 weeks - Team of 5

 

Two players Bullet Hell. Trojeanne has infected your computer, team up to get rid of this virus. Avoid projectiles, destroy them and use the windows popup to your advantage.

  • Conceptualized the pop-up and multiplayer experience

  • Design and implementation of the bullet patterns

  • Balancing of the patterns

This game was made for the LIG Tournament, a competitive tournament where players had to get the best score to win prices!

Multiplayer experience​

I played an active role in the design of the pop-up feature and the user experience between the two players:

  • The first player controls the character, allowing them to move around and shoot.

  • The second player controls the mouse, which manipulates the pop-ups and serves as support for the first player.

 

The second player provides support in several ways:

  • They can destroy green projectiles by clicking on them.

  • They can move the pop-ups and use them to shield the avatar. After being hit a certain number of times, the pop-ups will be destroyed.

  • Red pop-ups appear randomly and explode after a few seconds, releasing projectiles that cannot be destroyed, ensuring the second player has an active role in the game loop.

Bullet patterns​

I took charge of designing the projectile patterns in Unity. My goal was to create a dynamic and engaging experience that would keep players challenged while ensuring the game remained fair. To achieve this, I developed five distinct projectile patterns, each with its own level of difficulty and unique behavior.

The simpler patterns involved straightforward trajectories, and feature only green projectiles that can be destroyed, allowing players to familiarize themselves with the mechanics.

 

More advanced patterns introduced complex movements, faster speed, projectiles that cannot be destroyed, and unpredictable elements to test their reflexes.

Balancing the difficulty was a critical part of the design process. I iteratively refined the patterns, adjusting factors such as the number of projectiles, their speed, spawn frequency, and timing to create a smooth difficulty curve.

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