Resource Name

Ammo

Resource Description

An expendable resource used to manually execute an attack.

Mechanic Name 

Limited resource

Mechanic Description

When a resource such as ammo is always readily available there are no stakes involved in spending it. Making it more difficult to obtain or generate ammo or setting limitations on how much ammo the player can hold gives the player more reason to think critically about how they spend it.

Implementation Description

We have designed a shoot ‘em up style game in which the player must shoot projectiles at hoards of oncoming jellyfish enemies to create openings for their spaceship to pass through. There are two types of projectiles, a basic projectile that is unlimited and a stronger projectile that is obtained once players have defeated enough enemies. The player can only hold one of the more powerful projectiles at a time. There are three types of enemies with different tolerances to the types of bullet. The regular jellyfish will die to either, armored jellyfish will only die to the stronger projectile, and whirlpools will absorb either type. At times, a group of jellyfish will appear where the player must shoot a more powerful projectile to pass. By creating occurrences in which the player is forced to use their single powerful projectile the player is forced to always anticipate that possibility, which requires them to be more mindful of strategy when they spend it.

Description of Pattern Relation to Playable Prototype

Our pattern “Make It Count” suggests that designers can intentionally limit a resource in some way, in this case ammo, in order to require more strategy from the player and create situations with higher tension. In our playable prototype we have provided the player with two types of ammo, one that is unlimited and one that slowly generates as the player defeats jellyfish. The more limited projectile has more versatility, as it is able to defeat an enemy that the basic projectile cannot. Certain groupings of enemies can occur where basic projectiles are not enough and the player must use their stronger projectile to pass. We have designed this contrast in the ammo types for the players to feel the difference in tension and stakes when they fire the unlimited ammo versus when they choose to fire their stronger one and to create a constant shift between exciting rapid fire attacks and strategic encounters with higher tension.

Mechanic and Resource Relationship Analysis

Due to the nature of the ammo resource, once it is spent it causes an immediate sink. If ammo is unlimited this sink is irrelevant but when ammo is difficult to generate or hard to come by, players will be careful not to waste a resource they cannot get back easily. In games with various types of ammo, stronger ammo or types that can be used with stronger weapons will often be harder to obtain than weaker types to balance its in-game advantage with lesser availability. Slower firing speed is another way to limit stronger ammo. Overall, limitations are placed on ammo resources to increase the amount of strategy and thought when using them.

Design Pattern Description

Designers can encourage players to be more strategic with their ammo use by making ammo difficult or impossible to generate, while also making the sink for the ammo immediate. With these constraints, the player must be precise and make strategic decisions with their ammo to achieve the best results. With the increased pressure on the player to use their ammo efficiently and effectively, the designer can restore tension in the combat encounter while still maintaining the exciting mechanic of ranged attacks.

Pattern Link

Make It Count

Attribution

All assets used for this playable concept are original except for those listed below:

Fonts

  • "Pixelify Sans" font by Stefie Justprince - Used with permission under SIL OPEN FONT LICENSE Version 1.1(Asset Link)

Music

  • Music & sound effects by adam_babcock. Used with permission.

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