Updating an Older Game

Intro

This week, I took a break from Windwalker and spent some time polishing up a minigame I developed last year and released it on the Play Store. I’ll be going over my process in the changes I made to it, and how I managed to limit feature creep and what my goals were in publishing the game. I stripped this minigame from my previous game titled (Dog - Bao Edition). It’s a minigame where you aim your urine stream onto flowers and powerups and try to get a high score. Previously, your goal was to reach a score threshold high enough to unlock the next stage of the game (another minigame), but I needed to find ways to make it a more replayable game for it’s standalone version.

Before and After Backgrounds
Before and After Backgrounds

Goals and Scope

Increasing Replayability

Previously, the game was fairly replayable and players could work to get higher scores with a high degree of variability. Still, I wanted to increase the degree of variability further. I did this by increasing certain degrees of randomness with spawning entities as well as introducing new features to help with this.

Adding urgency

My goal was to make the player have a sense of urgency when the timer got closer to 0, so that player’s would be more engaged in the game and try to get higher scores. To do this, I increased the spawn rate when the timer got closer to 0. During this time, the player is more likely to combo destroying flowers and quickly multiply their points.

Future Changes

I’m going to go back to exclusively working on Windwalker now, but I have ideas and notes about many updates/fixes I can make to this game. The following are the main things.

Video Demo

Gameplay Video

Before and After Gameplay
Before and After Gameplay