Skip to main content

Design of Batteries Included: A Systems Analysis

Today we're going to take an in-depth look at the game systems in the current version of Batteries Included. Hopefully this will give you an insight into our choices and vision for the game!

First up, I'll explain the overarching concept. In Batteries Included, the main game mechanics involve straining player attention in order to drive gameplay. For example, a player might have to very quickly shoot goblins out of a cannon so that they don't fly off in a different direction, lower a drawbridge so more goblins can cross, and pop balloons supporting more of his goblins so they can descend and steal the gold. All of these actions require player attention and some kind of VR interaction, be it moving, a trigger pull, or a swat. We can then build off this concept and obfuscate it by moving the goblins around the map using various other devices to add complexity.

The main device the players interact with is our Hex system. Hexes are placed on a grid and make up the general level design, with each element either being a hex or taking place on one. We have four player interact-able hexes: the Cannon, Drawbridge, Magic, and Balloon. Each of these have their own specific actions with the Goblins (the units the player must escort to the castle to win the level) that the player must in turn interact with in order to complete the level. On top of this, we also have a suite of Movement hexes that force the Goblins to traverse in various ways. This adds to the chaos going on and makes it more difficult for the player to know what will happen next, which is important to properly tax our main resource: player attention.

Another big system we have in Batteries Included centers around the enemies you encounter. The UFO is currently confirmed for the final release, and it moves around the map sucking up Goblins. The player must interact with the UFO by throwing it or smacking it away from their Goblins (upon which it will return shortly to grab a new target). It provides another source of constant pressure on the player that can be easily mitigated with attention. The player has to prioritize whether lowering a drawbridge for a Goblin is more important than having it get sucked up by the UFO.

Lastly, we'll look into the Archer Tower system. The Archer Tower Hex allows players to shrink down to toy size atop a tower and fire down at enemies. You can also use it to pop any balloons and lower the drawbridges in the map. This allows the player a change of pace from a more control-oriented, overlord style to an action shooter that is reliant on skill. Our feedback for this system has been overwhelmingly positive thus far. We are concerned that this may break the flow of the game too much, however, so it may yet receive some tweaking before launch.

Those are the main gameplay systems for Batteries Included! Thank you for reading, I hope you have a better understanding of how the systems in the game build off of each other to create the experience we're putting on Steam very shortly. At the time of this writing, the store page isn't up yet, but keep an eye out for us!

Signing off,
Griffin Park, Designer/Producer

Comments