Who MOVED My Boat!
Two-player Competitive Game
Sept. 2012
Sept. 2012
Overview
Who MOVED My Boat! is a two-player fast-pace competitive game. Each player controls an avatar riding on a cloud, collecting and dropping rains right behind a boat to propel it to her dock at the corresponding end of the scroll. Aggressive actions including cloud capturing and lightening are introduce to highlight the competitive gameplay.
Download & Play
For Windows:

Who MOVED My Boat!.exe |
Design Statement
We began with the idea of making a relaxing game that player controls a cloud traveling around the earth and help people overcome difficulties such as drought, fire, and alien invasion, etc. by actions like raining and lightening. After prototyping and playtesting, we found that the mechanism didn't provide very interesting gaming experience, and too much level design and graphical features would be needed. As game design students, we decided to work out a tougher gameplay rather than spend too much time on duplicating levels and features.
Inspired by the childhood play of model boats, we changed the mechanism into a competitive one by introducing both indirect and direct conflicts. With the physical simulating mechanism, we made the gameplay intuitive to learn. The game state and process are clearly indicated by the location of the boat, with background mountain ranges and floating flags as reference. By providing simplified and effective control, we emphasized much on fast-pace and fluency in gameplay. Realistic simulation was intentionally downplayed for a better gameplay, for example, player moving out of screen wraps around to another side so that it provide an extra strategy that avoids the monotone back and forth gameplay pattern and make the flow more fluent.
Inspired by the childhood play of model boats, we changed the mechanism into a competitive one by introducing both indirect and direct conflicts. With the physical simulating mechanism, we made the gameplay intuitive to learn. The game state and process are clearly indicated by the location of the boat, with background mountain ranges and floating flags as reference. By providing simplified and effective control, we emphasized much on fast-pace and fluency in gameplay. Realistic simulation was intentionally downplayed for a better gameplay, for example, player moving out of screen wraps around to another side so that it provide an extra strategy that avoids the monotone back and forth gameplay pattern and make the flow more fluent.
Credits
Game Designer
Atlas Chen, Toni Pizza, Nick Zhang
Programmer
Atlas Chen, Nick Zhang
Visual Artist
Toni Pizza
[Sounds are from the Internet]
Atlas Chen, Toni Pizza, Nick Zhang
Programmer
Atlas Chen, Nick Zhang
Visual Artist
Toni Pizza
[Sounds are from the Internet]