02 March 2025

Final Team 9 Concepts

 Our motivation for creating Duck Duck Clicker alt controller comes from our personal enjoyment of clicker-style games. The core mechanic is simple: click the duck as much as possible to earn points, which can then be spent on upgrades in the item shop. After upgrading, players return to clicking the duck with enhanced effects.

We believe this straightforward mechanic could become much more entertaining when combined with alternative controllers, making it fun in the silliest ways. Clicking the duck on a screen alone isn't engaging enough—when people play clicker games, they want to click as fast as possible, maybe even finding ways to "cheese" the system with auto-clicking features.

The designs we've created aim to assist players in achieving fast-clicking, auto-like behavior in creative and enjoyable ways.

The key questions we'd like to explore are: How would you approach mouse movement to enhance gameplay? And do these designs feel more engaging compared to simply clicking the duck on the screen?

https://www.coolmathgames.com/0-duck-duck-clicker#immersiveModal


Our motivation for working with Dr.Mario (NES) is that we love the game. The goal of the game is to eliminate the viruses by landing directly 3 halves of a pill in a row of the same color matching the virus. Vertically or horizontally. You can rotate the pill, move it left and right, drop it softly or hard. If you fill the board to the top with pills you lose. Clear the board of viruses to win. I think the game could benefit from fun and novelty with our themed controllers. The game relies on two inputs and the other two are optional as they speed up the game so many of the controllers for dropping the pill may not have full functionality for those two. Are these controllers fun or too clunky and literal? Is it intuitive?










No comments:

Post a Comment

Note: Only a member of this blog may post a comment.