The game starts off one player controlling the left side of the lawn and the other controlling the right hand side. The overall goal being to completely annihilate the other team.
Player 1 will go first and select one unit to move and attack. They will do this with all available units and then end their turn. After ending their turn, Player 2 will be able to attack and move their units as well. This continues until one player’s units have all been destroyed.
Movement over non-snowy tiles will reduce a snowman's size. In reverse, moving over or to a snowy tile will increase the snowman's size. Each snowman's size class comes with different attacks (generally bigger snowmen doing more damage). The snowmen have a specific amount of health, the smaller classes having less health.
Designers: Andrew Chepega, Lauren Ritze
Programmer: Cameron Belcher
Artist: Grace Magnant
Producer: James Van Nuland
Project Duration - 3 weeks (January 2018)
My main responsibility for Sno-Man's Land was designing the mechanics and UI. I created different classes of snowmen, each with different abilities and health. This involved constant QA testing and testing which values worked best. I also was tasked with designing different terrain/tiles that could add to the gameplay.
This was my first time designing UI, and it showed haha. In the beginning of prototyping, I had put the concede button next to the end turn button...and that was a huge mistake. But I definitely learned from it and had some big laughs with our class over it!
This was also the first experience I had working on a real production team. My biggest take-away from this project was how to work with other specializations (artists, programmers, etc) and make our concept come to life.