Color Clash was developed by a group of four people with the goal of creating a local-multiplayer party game. The game is playable with gamepads by up to four players and features four unique level designs.
Most of my time was spent on the following features:
The game is set in an arena of which the floor breaks down. Every few seconds, a random color is picked and shown to the players. In a matter of seconds, all tiles with another color than this one will free-fall down. Players standing on such a tile are doomed!
The goal of the game is to die as little as possible while making sure the opponent sitting next to you on the couch dies as much as possible. This can be done by shooting your opponent, causing different status effects depending on the current color of the tile the shooter is standing on.
Each team member designed and implemented a level. The biggest challenge with designing multiple levels was the fact that the game is built around a level-altering mechanic which had to remain consistent throughout the game. We came to the conclusion that just changing the shape of the tiles and composition of the level would become repetitive pretty fast.
To keep each level interesting, we gradually introduce the player to moving tiles by applying Shigeru Miyamoto’s design philosophy. The function of level 1 is to introduce the player to the game. In the second level, the player learns that tiles may vary in shape and size. In the third level, tile movement is introduced by making a few tiles in the level rotate. All of these levels prepare the player for the final and most difficult test, which is level 4. Every tile rotates, and there is nowhere to escape.