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Turns Per Minute is a local multiplayer RTS game in which speed is used to overwhelm and cripple an enemy’s ability to wage war. Your tactic revolves around quickly building a large number of units with the hopes of swarming the opponents before they can defend themselves.

 

Roles: Game Designer and Level Designer.

 

Responsibilities:

  • Designing the game concept.

  • Creating and analyzing game mechanics and features.

  • Hiring the production team.

  • Collaborating with artists to achieve the appropriate visual style.

  • Designing levels.

  • Playtesting the game.

 

Level Design

Game Objects

Level 1

This level teaches players to move units in a space that is full of obstacles. Here's the thing: players can move units which are under the cursor. The maximum number of units which the cursor can fit is around 16. Unfortunately, that is not enough to take the enemy base down. Not to mention players lose about half of their units when they try to go thru obstacles because units stuck behind blocks and walls. That is why players have to learn one technic. They need to create approximately 30 units and then push forward units which are behind. It helps to move more than 16 units forward at the same time.

Level 2

The level has two zones: an upper and lower zone. That design teaches players to manage two spawners and bases at the same time. Also, a large number of free space in both zones helps to practice maneuvers. It's an essential skill because of our game mechanic: if a front of the red unit touches a front of the blue unit, they self-eliminate each other. However, if the front of the red unit touches sides or the back of the blue unit, it destroys the blue unit. 

Level 3

It's a typical PvP level in which players should use all skills and techniques that they've developed and practiced on previous levels to win the match. This level requires to think fast and strategically. The enemy base on the bottom is poorly protected from fast attacks from the center of the map. That is why it seems a good target at the beginning of the match. However, if the base on the top doesn't have units around, the player should go for it right away. The top base is slightly closer to an opponent's spawner, and it has walls which protect it from attacks from the center. To destroy it the player should push units thru obstacles or move them near the enemy spawner. Both of these things are hard to do.

Level 4

It is the first level with asymmetrical game experience. The red player has only one well-protected base. Spawners and blocks surround the red base; It creates a perfect condition for the defense. In this case, the red player can spend less time on defense and more time on attacks. Meanwhile, the blue player has four unprotected bases in each corner of the level; It forces him to spend more time on defense and less time on attacks. 

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