What is Ricoshot?

Ricoshot is a lo-fi/sci-fi adventure game set in outer space. It features a dynamic core shooting mechanic that provides the player with complete control in how they approach the game. Players are able to dynamically bounce projectiles with complete freedom in order to find the best shot. This allows for a uniquely slower-paced experience that favours precision and experimentation.

Previous Progression System:

In the original version of the game, the core loop consisted of the player travelling to different levels and returning to the ship in between. Progression was built around unlocking new levels. Within each level, the player can unlock a maximum of 3 gems. Gems are linked to the number of shots used in a level. The less shots the player uses to destroy all targets, the more gems they receive. A total gem count is then used to unlock additional levels.

This linear form of progression encourages the player to master the core projectile mechanic and find the best shot angles in order to maximise shot count and unlock more levels. Outside of this, there wasn't any incentive for the player to continue to explore levels or the ship itself in between levels...

New Progression System 'SPACE JUNK' :

...In the latest version of the game, a brand new progression system has been developed centred around collecting 'Space Junk'. Space Junk acts as a form of currency. Players are tasked with collecting as much of it as possible whilst completing a level. Then, when the player returns to the hub, this junk can be spent to upgrade and unlock different parts of the ship.

The location of space junk is randomized each time a player starts a level. Not only does this keep levels fresh and encourages replay value, it also allows a player to farm as much or as little junk as they'd like. Actually collecting space junk during a level offers a different flavour of gameplay. Whilst the core loop centres around strategy and shooting, junk collecting has a much larger emphasis on platforming and exploration. This allows players to approach the same level in a range of ways. Perhaps a run will be spent farming junk while the next will be used to master a specific shot angle.

Another important mechanic is the fact later levels feature larger clusters of junk to collect. This continues to keep emphasis on the primary loop and helps encourage players to unlock new levels in order to farm larger amounts of junk.

Once players collect enough space junk, they can spend this rare resource to build and upgrade new areas on the ship. From an observation deck to new sleeping quarters, the more junk collected will lead to a larger ship filled with more interactions and new crew members! Additional NPC crew members will feature dynamic dialogue and new objectives for levels that will encourage replay value.

New Progression System Inspiration:

The original goal was to create an experience that focused on strategy and precision and one that not only allowed but rewarded players for taking their time to explore and experiment. Being able to analyse a projectile pathway from different perspectives before actually launching a shot allows the player to figure things out at their own pace. Locking progress behind this style of gameplay was a big decision and one that we feel may have isolated the less hardcore players. A big inspiration for the new progression system was to allow players to engage with the game who may be looking for a less precise experience. We wanted to encourage players to feel rewarded simply through exploration of levels.

Another trend we noticed was once players got their hands on the game - they spent very little time in the main hub of the game - the ship - and even less time engaging with the dialogue. We wanted to create a classically cheesy sci-fi feel to the game and more importantly, wanted players to feel connected to the experience. Being able to unlock new parts of ship really goes along way with this goal and should encourage players to spend more time exploring the ship.

How we built it:

We built Ricoshot using the Meta Horizon Desktop Editor. We carried out lots of testing and iterated on shooting and level design to make sure the desired experience was achieved. This involved both of us working simultaneously in engine, one focusing on programming and the other on design. The space junk progression system was first developed using Miro. It took 3 solid nights of brainstorming before we created the documentation for the system. It was then implemented using the Meta Horizon Desktop Editor.

Challenges we ran into:

We really wanted a dynamic progression system that would build on the core mechanics as opposed to replacing them. Creating the core shooting mechanic was a long, iterative process that took lots of late night discussions and 100s of type script tweaks! In turn, we wanted the new progression system to compliment this and offer a different style of gameplay.

This took a huge amount of brainstorming as the initial progression system in the game was fairly established. It already had custom UI, animations etc. Creating a new layer that encouraged replayability and eventually would bolster the social element to the game was very tricky!

Scope was also an issue for us. With a pretty tight deadline we had to ensure we didn't try and create too many crazy systems. Initial ideas about a procedural narrative with branching dialogue was put on the shelf (for now!)

Accomplishments that we're proud of

The unlock flow on the ship is something we're extremely proud of. We wanted something that felt satisfying and rewarding for players. At the same time we didn't want it to take too long. We ended up with a streamlined system where players need to hold a button down in order to 'spend' space junk. The flow has great game feel and the payoff feels earnt. The actual space junk collecting in levels is also something we're proud of. It adds a completely new dynamic to levels and successfully merges 2 distinct gameplay styles.

Another thing we're really proud of is the onboarding experience! A fully fledged tutorial features on the ship and is the perfect way for players to get to grips with the controls and mechanics of the game. It features a unique environment and a flow that introduces each mechanic to the player in order of complexity.

What's next for Ricoshot's new progression system?

The groundwork for a satisfying progression system has been laid. Being able to unlock different sections of the ship is only stage 1. Our goal now is to create a strong link between this and player expression. The plan is to build on the system to allow upgrade options. Players can choose the types of upgrades that are applied to their ships as well as the interaction points. For example player X might add a home cinema whilst player Y builds an outer space swimming pool. The idea is, each players ship will feature a bespoke layout as well as bespoke interaction points that allow them to fully express themselves. Players can then invite each other to their ships to hang out and spend time socializing and taking selfies!

Another planned feature is to build an in-game shop where players can use space junk to purchase a range of cosmetic items such as spaced theme wearables and different projectile pathway effects. The goal is to create a robust, feature rich game that players of all skill levels will continue to visit and one that will be a must-share experience for all in the Meta Horizon ecosystem.

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