Roles: Game Designer, Artist
Mash Till You Crash was a school project with a design challenge of choosing one primary game mechanic to focus on for a multiplayer game. My team and I selected the mechanic of button mashing - a mechanic that is ever present in various party mini games.
Our immediate concerns were the length of play and difficulty levels:
- If players were mashing for too long, their hands and wrists would be strained - playtesting was extremely important
- If it was just mashing buttons, was it really challenging? Was it too mindless? And if so, was mindless a problem?
Our final design involved two opponents in a four player game. The opposing team and the overarching boss that both teams were trying to defeat. Whichever team inflicted the most damage towards the boss would be the winner in a best out of 3 game. The boss's health was set to determine the length of the match, currently set to average from 30 seconds to one minute in length. Out of the three designed bosses, each one had different features to add or change difficulty to each round.
Buttons would fade in and out during the game, telling player what was available to hit. Players had to communicate with their teammate to have the optimal amount of button presses. Should players hit an unavailable button or hit buttons that their teammate was already hitting, they would be stunned for a brief period of time - communication was very important!
The score wasn't demonstrated with numbers but in a tug-of-war meter at the top of the screen. The better your team was doing, the more the meter went towards your side - we didn't want players to see that they were winning my a measurable number - if it was too high, they'd get discouraged!