Sentinel: Stones of Disruption
Arcade Game by Breaking Walls
for 10 weeks between January and May 2023
Team: 4 game designers, 3 artists
Tools: UE5 | Git | Azure DevOps | Steamworks
Skills: Gameplay design | Technical design | Producing
The goal of the project was to deliver a game within 10 weeks of work for a team of 7 interns. Although this experience could be similar to a student project, this time we had the support of the studio, and the objective was to make a game that was destined to be released, and for which we had to take into account numerous features such as localization, successes, different configurations, keyboard/joystick support, and so on.
This very short timeframe led to a number of design choices in order to get to production as quickly as possible and concentrate on the essentials. So we came up with a game with a roguelite feel, featuring a series of runs through enemy-filled rooms. Between runs, you earn resources that can be used to buy the game's five weapons, eight skills and statistical upgrades. Add efficient enemies to the mix, a few LD elements and that's about it for the time available.
The challenge for us was to create enough replayability by making these elements as interesting as possible. For example, here are the weapons:
Disruptor: a shotgun that encourages hand-to-hand combat, an easy-to-master starting weapon.
Bouncing Betty: a machine gun whose bullets bounce back, increasing damage and inviting you to use the walls.
Kaboom 3000: a mine-laying weapon, which can be detonated after three mines have been laid - powerful but very risky.
Maelstorm: sends shots automatically all around the player, who can recall the projectiles towards themselves like a magnet, increasing their damage and inviting the player to line up between their shots and their targets.
Nova Cannon: a sniper that takes time to charge a straight energy beam that passes through shields.
Each weapon is very unique in the gameplay it offers, with damage and rate values changing drastically as well, giving the impression of playing a different game every time. Coupled with the skills, the intention was to ensure that there were elements to be discovered in the game over several playthroughs.
To understand the design of these weapons, we also need to look at the enemies for a moment. There are many different types we could talk about, but I especially want to take a moment on the enemy we used to call the "jackpot". This was an orb that moved towards the player like the other enemies, but caused an explosion when it was killed. This was at the heart of the game's concept, and added a little salt to the experience. In fact, these enemies are placed in large numbers behind the others. The player's objective is to reach this enemy, kill it and cause a chain of explosions with the other enemies of this type nearby. The gameplay is a kind of brick-breaker, in which you have to place a projectile correctly to achieve devastating results.
And each of its weapons interacts differently with this mechanic, the shotgun inviting you to get close from one side to make it explode, the submachine gun to find the right bounce, the mines to wait for the jackpots to be placed on them, the maelstorm to align the jackpots between the shots and the player, and finally the sniper to succeed in aiming at it by charging the weapon correctly.