FIELD:

GAME DESIGN

YEAR

2024

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Tempo Tag!

Tempo Tag! was a two-week solo project for a game development class. The prompt was to create a game based on the "arcade era" of video games. I chose to make a rhythm game similar to Dance Dance Revolution with my own style and mechanics. Since it was a two-week project, I had many chances to iterate and adjust the gameplay based on peer feedback.

challenge

When adjusting the game based on playtest feedback, I noticed that most players weren't progressing well, or to put it simply—the game was too difficult. After identifying this problem, I concluded that the speed and accuracy required to progress was far too difficult, and I did some research into rhythm games. Rhythm games like osu! or Piano Notes directly translate “time survived” to difficulty. For instance, beats and inputs start slow at the beginning and become more and more difficult as you progress, rewarding both skillful inputs and timings while also curving off the “free points” one may earn during the easier segments. I decided to use this model for my project, brainstorming on how I could implement a system that caters to newer players while also rewarding those who perform well. I had a few potential fixes for this issue, but in the end, I had two options:


  1. Speed the tempo up as the player progresses. Split the game into 4 stages, each getting faster depending on the player’s progression. Using a simple 4/4 beat sequence, I was able to create modular music that blended the transitions between tempo changes, communicating to the player that the game state was changing while also easing players into the “flow state” of difficulty.


  2. Allow a larger window of “success” for hitting beats. This is the simplest fix, allowing slight miss-timings to be allowed as a success. This also ties in nicely and curves off the aforementioned “free points” players may get during the earlier tempos, as the window of success narrows the faster the tempo.

I decided to add both of these fixes, and both meshed quite well when testing the final iteration and allowed for a more diverse and interesting game experience.

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result

Overall, this was one of my favorite projects to create. I got to experiment with a new genre while also learning new programs such as FL Studio and studying simple music theory. My favorite part about working on this project was adding the "juice" and gameplay feedback. I enjoyed experimenting with animations and music to convey the gameplay mechanics and the players' inputs. And with its modular design, there’s tons of room for new songs and tempos in the future.

Special thanks to Kay Flores for extra iterations on visuals and player feedback.

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