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Game Design

Sergi Pérez

Base Game/Concept Idea

Since we started working on the game, we knew that we were going to create a MOBA. Iban Mas, the team leader, had the base idea, but we had to define exactly what the game was going to have. Every member of the group had ideas, as the designer, I listened to all of them, some of them didn´t fit the pillars our game had, so they were discarded.

Quest System

One of the mechanics that are active while the players are in the match, are quests. We added quests in order to give more importance to other aspects of the game, and to break the routine of just fighting agains the other players. Each of the quests boosts one of the stats the player has, all of them are different, and fit the theme of the stat boost they give

Tacomancer

The tacomancer is one of the jungle camps, the tacomancer camp is composed by 4 tacomancers, once a tacomancer is attacked, all the tacomancers in the camp, focus on the player who attacked them.

Zelda Payload

While we were developing the game, we found that once one of the teams got an item advantage, we decided that implementing princess Zelda as a mechanic was the best way of balancing this balance problem. Zelda appears after some time, and acts as a payload, it´s used as an alternative way to win if your team falls a bit behind

Trailers

All the game trailers we have used for each delivery (Prototype/Concept-Vertical Slice-Alpha-Gold)

CatPad Games

Making games paw-ssible.

catpadgames@gmail.com