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Miscreant Mash

Turn-Based / Monster Battler
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Miscreant Mash is a turn-based game where you form a team of 4 Miscreants and fight in fast-paced and chaotic battles, utilizing power and strategy

Team Size:

7 Members

Development Time:

1 Month

Engine:

Unity | C#

Platforms:

PC

Genre:

Turn-Based / Monster Battler

Tools:

Google Drive 

01

The Challenge

Making a balanced experience required more development time and the game didn't have a central theme

02

My Approach

I threw out all my ideas for each Miscreant, created achetypes, and finalized movesets to reflect the game's established chaotic nature

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03

Key Contributions

Character Creation

I made character sheets for every Miscreant to account for moves, playstyle, design, and stats

Character Balancing

I playtested the game with the team and proposed different stat or move alterations

Sound Design

I made and outsourced the music and sound effects for the menus and battles 

04   Deep Dive

Miscreant Development

Each Miscreant required me to ask a new question as to how I can incorporate new elements for it and the roster

Moves can alter stats, heal, damage or be conditional

Unique designs take inspiration from all forms of media

Can syngerize with and counteract other Miscreants

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05   Deep Dive

Meet The Roster

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Painter Pooch
All-Rounder

A paintbrush wielding canine whose ferocity is balanced by his clumsiness.

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Crustaceous Crab
Tank

A crab whose skills as a chef only make his combat with a knife more dangerous

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Psykitty
Trapper

A cat whose prowess in the mystic arts is unmatched

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Chunky Monkey
Glass Cannon

A primate with a laid-back personality and an arsenal of bananas

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Pacific Pecker
Rushdown

A parrot with a body of ice and an even colder beak for combat

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Vexatious Vulpine
Dynamic

A fox from beyond the grave with a supernatural approach

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Escala
 
Mix-Up

A baby dragon born with a disability, resulting in an amputated leg

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Cyonara
 
Bait and Punish

A sentient body of cyanide with explosive capabilities

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06   Reflection

Reflection

This project taught me about the beauty of limitation for game design. If I were to do it again, I would study more games in this genre and talk more with my team about the goals and vision for the project

More thorough team communcation

Study more games and design tactics

Experiment more with character balance 

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