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Mayor JUbilee: Heavenly Star Girls Festival

MJ:HSGF is a story-based gacha simulator where the player takes the role of Jubilee, the meek and gullible mayor of a small town called Summersville. The mayor is tasked with the upkeep and repair of the town, that is... until Heavenly StarGirls Corp appears one day. Advertising their brand new gacha collection, Heavenly StarGirls Festival. Mayor Jubilee must now decide... is the town worth the trouble? Or is the call of the beautiful, yet elusive Star Girls too powerful?

Roles: Game Designer, 3D modeling, UI Assets

Engine: Unity

Genre: Idle, Gacha

Team Size: 5 teammates

Why: Sheridan College 3rd year game design project

Game Design

Presentation / Pitch

Feedback and Playtesting

  • I wanted a standard idle and gacha game

  • Playtesting taught me there were no consequences to ignoring the town

  • Funding the town was a good investment

  • I thought players might feel bad automatically for not funding the town

  • They would also hoard their money then buy all the figures

  • I needed risk and engagement for the town

  • Can't just be a money printing machine

  • Must tie back to our theme

  • Give players choice through gameplay

HealthCare System

Considerations
Problem
  • Add healthcare system

  • Players have to return to town to fund it

  • If not funded town happiness goes down

  • Cost scales exponentially

  • This effects the ending

Plan
Result
  • Players would at first hard focus on the town

  • When players got comfortable (after 2 or 3 funds) they would start buying gacha

  • Eventually forgot to fund the healthcare

  • They then would see the large funding cost

  • Instead of focusing on the healthcare players would give up on it and continue buying gacha

Town Printing Money.gif
  • Always received a StarGirl on every purchase

  • Players wouldn't see much value of the gacha characters

  • Even with low chances of collecting all they would quickly collect them all

  • Low engagement with them

  • Needed to be difficult to collect them all

  • They had to feel special

  • Had to engage player enough for them to distract players from the town

Gacha Engagement

Considerations
Problem
  • Add fodder characters

  • They would have a higher chance of being pulled on most buys

  • Had to be less eventful and detailed than the StarGirls

Plan
Result
  • Players were more motivated with this change

  • Players would spend more time trying to get more characters than helping the town

Programming

First thing I did was understand the code that the other programmers had written. I hadn't coded anything nor explained how anything worked, they just showed me the script for the upgradable buildings.

After I had a basic understanding I added an array that would hold the images containing the different levels of the building. Then I used the variable of the happiness level to dictate which image it should use.

Finally I used the buildings level variable to determine if it should use its locked or unlocked version. After the buy/upgrade is clicked it checks if its more than 0 then it goes into whatever the happiness level is at.

Working in engine
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