Final Concept: Goro Goro Gasha
Final Concept
We decided on a concept that would work as a really great backdrop for the rolling down the hill and boss fight mechanics that were already being developed by our Indie Games Development (IDG) team members.
Name
Goro Goro Gasha (Goro Goro - something big is rolling around & gasha - the sound a vending machine makes.
Concept & Aesthetic
Inspired by the hugely popular Japanese vending machines and blind boxes.
Character Selection
The main character is selected by dropping a token into the gasha vending machine, and once a character has been purchased then it can be replayed again and again.
Gameplay and Structure
There is a two stage gameplay starting with rolling down the hill to gather resources for the second round, a card-style battle round with an enemy. If the enemy is defeated then Player 1 collects that enemy and stores them in a trophy cabinet. If the enemy wins then Player 1 must roll down the hill gain to collected more, or better resources for a second meet up. It’s a game of strategy, with the aim to defeat the enemy in as few moves as possible, as whatever fruit, moves or tokens are cashed in at the end of the game. The player can select a new character at the start of each roll, or can continue to play with the same one.
Resources/Currency
Fruit collected adds to your health and power level going into the battle round.
Animals collected represent moves and other power boosters.
Replayability
The collecting of the baddies and playable characters offers replayability, and plays into the collectible trend.Points are carried over so the more you play the higher your score.
If play ends, then you can keep boosters/points as long as you replay within 24 hours, otherwise you have to start again.
There are different worlds and characters that can be purchased from within the game.
Endless variations of gameplay, with different opponents, players, landscapes and things to collect.
A simple game, with increasing difficulty, an addictive collecting angle, and a high level of randomisation between plays.
In-game improvement: the character begins with very basic attributes in terms of experience, strength, intelligence, courage, powers, etc.
Creating an essential atmosphere in a video game can pay off well to keep the player going. A good soundtrack that is consistent with the graphics will help the player to constantly keep him in your world.
The first 50 minutes of a game should allow the user to become familiar with gameplay and aesthetic. Levels of progressive difficulty thereafter.
Character customisation is increasing, and it creates an emotional attachment to the character and story.
Future Scope
Franchise potential and big marketing/branding possibilities.
Endless worlds and characters to play.
I also suggested the idea of adding even more customisation in the prize/trophy cabinet. In Japan, collecting Gashapon toys has become a hugely popular past time, with users creating customised display areas to show off their prized possessions. These range from Japanese Zen gardens, to drab office tableaux.