Description
Swipe Slash Strategise (SSS) is a Rogue-like, turn-based, strategy, action game for mobile. Made in 6 weeks, this is my first mobile game, designed to expand my skills. SSS was made in Unity for android.
Table of Contents

Achievements
- Created a randomised dungeon generator with enemies, items & traps.
- Valued all item’s in a randomised in game store.
- Designed UI and UX for different mobile screens.
- Created 8 enemies that move and attack in a turn based system.
Project Objectives
- Create a game designed for mobile.
- Use Microsoft Excel in making a game.
- Create procedurally generated levels.
- Create a Gameboy-esque game.

Development, Problems, and Results
Hit and Run Fun
Early in, I found the game was most enjoyable when you where forced to avoid enemy attacks. This resulted in a kind of hit and run style game loop. The enemies have high attack damage:
- To encourage player movement (rather then standing still trading attacks).
- To create moments of tension and release.
- To drive the main challenge and keep players coming back to improve.
The basic flow goes like this:
- Enemies signal where they will attack (as shown by warning symbols).
- The player has 3 Action Points (AP) to attack and move.
- At 0 AP the enemies deal damage (if you are standing in a spot).
- Enemies move, then signal where they are going to attack again.
Mobile legibility
Taking into account the plethora of different phone screens proved challenging. I created a custom script to change the sizes of the icons as well as orientation changes. The end result isn’t perfect for all devices but good for what I was trying to accomplish.


Landscape or Portrait
Values and calculations an artform
I used Excel to find the ‘worth’ of each item when pricing them in the in game store. While I found excel fairly simple, what I found difficult was determining the worth of elements e.g. range, durability, number of targets ect.

What I learnt was 2 things:
- Play the game a lot to internalise an elements importance.
- Understanding the final value is a guideline not an absolute.
I found early on that when I “balanced” the numbers in excel and made the changes in game that the items felt unbalanced. Ultimately, even though I added as much as possible there will always be details that will go under the radar in determining an item’s worth.

Custom dungeon image reader/randomiser
I needed to make randomised dungeons in a short time. I couldn’t create them piece by piece, so I created templates. These template images were read by a script I made. Each colour corresponded to a game object type (enemy, item, wall ect.) and from those potential spots, it randomises a dungeon. This allowed me to quickly create playable maps.


Left. Sprite map template. Right. Generated map.
Redesign for a Casual audience
Below is a PDF for how I could redesign SSS for a casual audience.
Conclusion
Swipe Slash Strategise was good mobile development practice (as well as fun alliteration). It was also gratifying to create something nostalgic from my childhood. Since I achieved my goals, I’m putting the game down to focus on new and better things.
