PROJECT : Call of Lowland
ROLE : UX & UI Designer
DURATION : 72 Hours
The game features a time manipulation mechanic that allows players to take additional actions per turn or travel back to previous states of the board. Each character has different strengths and weaknesses that must be taken into account when building a strategy.
UI Designer & Artist
Quality Assurance Tester
“A war game where you explore underwater cities over a few thousand years.”
Our prompt left a lot of room for interpretation which challenge us as a team to cohesively form a gameplay loop that adheres to genre conventions and explores the prompt we generated.
Core Mechanic Diagram
Iteration & Scoping
Our goal was to have the player traverse a world map in a limited amount of turns, encountering enemies as they make their way to the top of the board to defeat the Boss. Each battle would earn them a "Time Travel Glass" which would help in the upcoming boss fight.
We soon realized our initial concept had to be scoped down due to our deadline and we iterated on inculpating the Time travel more heavily into core combat.
- World Map Exploration
- Chasing after the Big Boss
- Time Travel Nodes/Beacon
- Repopulating Enemies
Initial Game Loop
Shifting our focus entirely to combat we had ample time to develop a simple yet effective combat system. We further defined the game state rules such as party size, turn order, secondary mechanic etc.
Key design decisions
Party of 3 on a 3 x 6 Grid
Initiative Based (each battle has unique turn order, player wins ties).
HP Carries over between battles.
‘Bookmark’ each cycle
Player can spend Hourglasses to return to bookmarks.
Once every unit moves, a new
After [x] Battles, reach final boss, defeat final boss within cycle count.
All units we're then assigned stat values to determine their soft roles and help to rationalize combat encounters. Values were kept small as to be more digestible and easier to iterate upon after playtesting sessions.
Unit Stat Sheets
Once we're satisficed with our mechanics my role shifted to UI & UX. My goal was simple, compliment the established visual style while being able to present relevant information to players in an unobtuse fashion.
Grey Box Mock
The process started with identifying key points of information on the HUD. Then once listed out, I blocked in elements in a greybox layout, iterating on placement and composition.