ZONK
A rouge-like dice game inspired by the classic game of Farkle.
The Pitch
Cursed by a cheated dice brought to life, you must score points in the never-ending roguelike game called ZONK. Earn upgrades and acquire magical items to progress further and further, each time trying to beat your highest score. See how far you can get in ZONK!
ZONK is a mobile rouge-like dice game inspired by the classic game of Farkle. in ZONK, players will roll dice, collect scoring combos, and progress to eventually unlock new abilities that allow for further scoring potential. I was the lead designer for the game, making sure that the overall game was balanced, and that each scoring combo felt unique and properly impacted the game.
UI Mechanics
Besides designing the game, a large chunk of my work was spent developing the UI. This meant deciding placement, as well as developing the backend systems to make it work. One of the more difficult tasks I took on was the game's card system. Essentially, the player will collect cards with different abilites, text, art and attributes tied to them. To accomodate for this, I created my own card system that allowed me to easily create new and unique cards, adjusting values such as rarity, and the amount of them that can be drawn.
I also had to make sure that these cards could continually fill up in the player's inventory, while accomodating for readibility among different screen sizes and aspect ratios that usually comes with developing for mobile.
A showcase of how the cards worked.
Prototyping
During the first few weeks of play, we went through a lot of different prototypes. Seeing how the game can be played easily with a pair of dice, there was a lot of time spent paper prototyping, coming up with potential ideas for upgrades and unique scoring combos. The link to those rules can be found here.
After paper prototyping, we went on to make a simple digital prototype. It took a lot of work to recreate the rules digitially, and that was before we wanted to have 3D dice rolls.
By far the most difficult hurdle was creating "rigged" dice rolls that used Unity's physics system. Because we wanted different modifiers and rarity upgrades, while still retaining the satisfying feeling of rolling physical dice, the dice had to be fixed before the dice were rolled. This proved to be a very difficult task, but in the end we made a system that worked well enough. There was some oddities with how the dice would flip to their set face, but it added for some charm.
An early test of our "rigged" dice.
Gallery
Play the Build
The game is available to play via the Google Play store.
Play
Matthew Gai