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Felipe Amorim
All work

Goo & Gunpowder

A screen full of bullets and monsters, yet the player always understands what's going on. The design challenge was making chaos readable.

Result: Tuning guided by playtests and by a bot that plays on its own

What
Pixel art roguelike game
Client
Personal project
Role
Game designer
Timeline
In progress
Platform
Web (PC)
Final boss fight: “Final boss: Colossus!” in the middle of the horde

The idea

Goo & Gunpowder is a bullet heaven, the Vampire Survivors genre: weapons fire on their own while the player moves, dodges and picks upgrades. I started with the design document, built on three pillars that guide every decision.

Readable chaos
A screen full of enemies, yet the player always knows where they are and what hit them.
Every run unlocks something
Even after losing, the player walks away with progress: coins, challenges and new content.
Easy to grasp, deep to combine
Each piece is simple; the fun is in combining weapons and ammo.
Every enemy asks for an action
The Runner asks for a dash, the Shadow for 360° awareness and the Shield-bearer for flanking.
Menu: character, weapon and map, with the next unlock always in view
Level up: three cards with rarity, effect and level

Measure instead of guess

Every test run becomes a log, and a bot plays batches of runs on its own to compare versions. That's how the biggest problem showed up: after the first boss came three minutes of pure repetition, with nothing new and no goal.

The answer was a second act: the ground darkens, events get stronger, two new enemies arrive and the run ends with a final boss.

Logged playtests
Time, level, build and cause of defeat for every run.
Test bot
Runs with a fixed seed, to compare before and after each tweak.
Listening to players
Softer sound and a difficulty pass based on what playtests said.
Accessibility
Options to reduce screen shake and flashes, on top of volume controls.
Second act: darker ground and the “Double siege” event
Final boss: the Colossus stomp sends out a wave with gaps to escape through

Result

A game playable in the browser, from the menu to the final boss, with sound and music generated in code.

Next on the roadmap: weapon evolutions, difficulty levels and a PC release.

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