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SWEEP the Beach!

Designer's Thoughts

SWEEP the Beach! was a solo project that I developed during a class where we just tried various kinds of game designs and mechanics.  I started working more on it than what was expected from the class, but I quickly had to keep up with my next set of classes.  I still want to work on this project, as I think it takes a lot of great ideas prevelant in mobile game development, but it also introduces a very positive idea about making an impact both in-game and in real life.

 

For some time, I was very hooked on Candy Crush, as I'm sure many were.  The gameplay was fast, easy, satisfying, and addicting. But after all is said and done, nothing outside of the game was really accomplished; except maybe improving the socialization of people because they play the same game.  Perhaps it was when I saw King, the developers of Candy Crush and other games, trying to trademark the word 'Candy' which seemed extremely arrogant and absolutely absurd to me.  I don't play Candy Crush anymore, but of course I did like the gameplay when I played it.

 

So, in this class I tried to think of how to alter the grid-matching system into another idea. And I thought of using the grid as a pathing system similar to a-star. With it, one could direct an object from one end to other.  Now, mobile games thrive on 'cuteness' those bright, colorful characters and environments make it easy for just about anyone to play- unless they hate being happy I guess. So, with that in mind I came up with crabs as the mascot.

 

I did research on the top 'garbage' items left on beaches and was kind of surprised what I found, I couldn't put beer cans and cigarettes in the game though. So I settled for generic cans, bags, bottles, and bottle caps.  I had this idea in my head that players could actually play on beaches that exist in real life- and then it hit me, what if people could actually clean up real life by playing the game?  I haven't messed with microtransactions at all, I just remember a post I researched once where a woman said that as long as 2% of the player base actually buys content/items then the company will make a profit.  

 

I also wanted players to have a bit more control on the board; Candy Crush gave you random items, but the algorithm seemed quite intelligent most of the time.  Anyway, this came in the form of 'Special/Super Crabs' as a cute collectible item. Many of them are crab versions of existing dieties, mythical creatures, or job titles.  They were a commodity that way if people wanted to keep using them they would have to keep getting them, though in a sort of 'Pokedex' information about the special crabs that they have held will be displayed forever.

 

In addition to cleaning up in the stages and in real life, I thought it would be a very personal and great idea to 'clean-up' the level selection screens as the player plays, and of course if they are unsatisfied with the look on the menu, they can always play the levels again and clean up more.  They could uncover items and secrets as they play in order to unlock more areas of the beach as well.

 

Anyway, when a player pays for any of the in-game objects, I would give 50% of money directly towards recycling and other environmentalism efforts.  Maybe even 75%, because it is virtual items and people will likely be more inclined to buy if they know the majority is going to recycling and other efforts- rather than the potentially 'greedy' pockets of the developers.

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