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TABLE OF CONTENTS
OVERVIEW
Game Scope............................................................................................ 3
Core Mechanics...................................................................................... 4
Art Style................................................................................................. 13
The World, Characters and Setting..................................................... 14
Technology Goals and Vision ............................................................. 15
Playing With Friends............................................................................ 15
Free To Play - The Right Way .............................................................. 16
The Workshop....................................................................................... 16
Post Launch.......................................................................................... 17
Game Vision............................................................................................ 1
Game Audience ...................................................................................... 2
Current Trends........................................................................................ 2
GAME DESIGN
Building............................................................................................. 4
Upgrading ......................................................................................... 5
Physics ............................................................................................. 6
Shooting............................................................................................ 7
Resources......................................................................................... 9
ART DIRECTION
THE VIBE
MOBILE
MONETIZATION
Recap..................................................................................................... 18
SUMMARY
Designers & Artists .............................................................................. 19
THE TEAM BEHIND THE PROTOTYPE
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OVERVIEWMost people love to be creative and build - EVERYONE loves to wreck and destroy! Build towers, load cannons and re imps to steal opponents gold and treasure! With tons of
humour and character, this casual mobile game lets you battle it out with friends in the war to
become the wealthiest imp lord of them all!
Game VisionWhen Imps Fly is a humorous turn based - casual game played with your friends.
In essence, players defend their treasure chest while also trying to steal their opponents
The gameplay is skill based and revolves around physics. Being easy to learn it allows
players from a wide audience to be creative and has plenty of depth to be played over and
over. In every battle, you play the game your way and content you choose to buy supports
this even more.
When Imps Fly generates tons of laughter through its quirky humour and the satisfaction of
destroying friends creations. The art style is perfect for merchandise such as toys, clothes
and everything else kids enjoy. Aside from being a very charming mobile game,
When Imps Fly has real potential to become something far greater, a franchise.
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Game AudienceThe game is easy enough for the casual audience to grasp while being deep enough to
attract competitive gamers as well.
Cute art combined with being free-to-play appeals to a younger audience already enjoying
titles like Angry birds and Worms while quirky humour and skill-based gameplay attracts an
older audience.
Mobile platforms have established a general knowledge and interest to play games and how
to interact with them. When Imps Flys gameplay is reminiscent of well-known and
appreciated titles but still has its own identity, making it easy to get into but interesting to
explore.
Audience: Casual gamers in the range of 7 to 35
Genre: Turn based party game
Platform: Smartphones, tablets, PC, Mac
Monetization: Microtransactions
Engine: Unity 3D
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Current TrendsCasual, Free-to-play, Mobile and Social are all strong buzzwords present in WIF.
The goal is to have Facebook integration, online matchmaking and to deliver a game that can
be enjoyed by everyone across mobile platforms.
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GAME DESIGNGame ScopeWhen Imps Fly has one polished, easy-to-learn game mode only, played in local hot-seat or
online, competing with other people.
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Meant as something you pick up during a break or in the comfort of your couch, the average
time spent during a turn varies from 30 - 60 seconds. Playing with friends in local hot-seat
can vary from 2 - 15 minutes of chaotic fun, depending on playstyle.
The gameplay is designed in such a way that you do the same simple things over and over
without ever having the same experience twice.
So what do you do in When Imps Fly?You protect your treasure at all cost!
But dont forget to steal others treasures.
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Core Mechanics
Building
The building phase allows players to be creative and try their best at building a sturdy
defense for their treasure. Over the course of several turns, players will improve upon this
tower, both for protection as well as reaching the gift in the sky.
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Players have ve different building blocks of different shapes and sizes to choose from.
Each block is made out of symmetrical square shaped colliders in different shapes similar to
the blocks of Tetris. Blocks vary in cost depending on size and stability.
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Upgrading
A purchased block can be improved by spending resources on an upgrade. Upgraded blocks
are heavier - making it harder to topple, as well as receiving a boost in health points - making
it harder to break. Upgraded blocks are more reliable to build upon while also being good at
holding a collection of blocks tightly knit.
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By upgrading damaged blocks they are also
completely repaired.
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Physics
Being a physics-based game players therefore need to build with thought to establish a
sturdy tower.
Below is an illustration where blocks are highlighted in individual colors showing their
movement when physics are emulated.
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With no physics blocks can be placed
anywhere within the building area.
When physics are emulated players
witness how blocks behave based on
placement. If not satised with the
result players can retrace the emulation
for another chance.
By conrming the player is satised
with the result and moves on.
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Shooting
Entering the shooting phase players have three different imps to choose from, each with their
own gameplay attribute and unique personality.
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Grabbing the cannon by holding down LMB anddragging it backwards gives more force and a
straighter arc to the shot. Fine-tuning ones force
is key when trying to get that perfect arc.When holding the cannon it
can be rotated by moving up or
down with the mouse.
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Below are images depicting the imps arcs based on medium force.
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The heavy imp comes at the cost of 10 resources and has a smaller arc but does
more damage on impact. With his big belly the heavy imp bounces, allowing for
multiple hits.
The standard imp is free of charge and is red in an arc that is easy to shoot
accurately but does medium damage to blocks impacted.
The tiny imps are the most expensive at the cost of fteen resource points but in
return players are given a more than viable advantage to demolish the opponents
tower. Individually they generate less damage on impact than that of the standard
imp, but in a triplet formation spread out they are a force to be reckoned with.
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Resources
Holding the two phases together is the mutual pool of resources required for purchasing both
blocks and imps.
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The rst round gives players a healthy startup giving them a head start to build their
foundation. After this players will have to use skill and strategy to balance needs with income.
The maximum amount of resources a player can hold is 99.
damaging and destroying
opponents blocks generates
resources.
Blocks drain resources
when placed within the
building area.
Sheep-balloons holding
resources have a chance to
spawn after each round.
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Power-Ups
Each theme comes with a unique power-up that affects the imps greatly when shooting.
Currently there are two themes with two different power-ups.
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The frost theme Fjolljnirs power-up freezesthe opponents blocks, making them slippery
and unable to upgrade.
The standard theme, Red Legs, cause a bigexplosion on impact when possessing the
power-up.
Power-ups can be acquired in two different ways, either by building the tower to reach a
certain height, or by hitting power spheres held by sheep-balloons.
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If building high enough the player will be rewarded with his themes respective power-up - the
next round. The trick is to build such a sturdy foundation that the tower will still stand above
the limit for atleast one turn. This prevents players to build straight lines and instead
encourages them to think strategically. The height point is indicated both on the HUD along-
side a diegetic indication in the world.
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This slider is visible during the build phase. As the player
builds in a vertical manner he can move the camera up
and down with the mouse-scroll. When building players will
then see how close they are to reach the Power-Up line
based on their camera position and nearest placed block.
Birds ying around the build area
indicates the height needed to reach in
order to acquire the power-up.
If the tower still stands above the height
point one round after its placement the
player acquires his themes respective
Power-Up
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After each turn theres a chance that a sheep-balloon spawns, holding a power-up. Players
need to succeed in achieving a perfect arc to hit the sheep as well as the opponents tower.
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Sheep-balloons can carry three different consumables.
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ART DIRECTIONArt StyleThe world of When Imps Fly is detailed, colorful and full of humour. The art is hand-painted,
reminiscent to that of League of Legends and the Warcraft franchise. Themes will involve
unique visuals derived from their own historical age, ction and worlds but are unmistakably
coherent in the art style.
Both the world and characters are brimming with bright, thick colors and have distinct
silhouettes all carrying their own quirky personality.
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THE VIBE
The World, Characters and SettingBeing a casual game for mobile platforms we still want to create a believable universe and
setting for the game. In every match players will feel as if they are contributing to a battle or
war on a greater scale.
In this imaginary world you take the role of an imp lord and use minions to claim your
opponents treasure. Jam packed with humour and character the game takes you to a place
where this chaotic battle is a day as normal as any!
The life of an imp is cheap and the reason for war is not always clear. Sometimes it is out of
greed and the battle for gold, other times it is simply the rivalry between Pirates and Aliens.
The standard content carry the feeling of fantasy with a touch of medieval. Since the game
is theme-driven the setting and vibe are somewhat customizable by players themselves
depending on what they purchase and use. Different themes bring new life and color to a
universe where battle is always present, no matter who, what or where you are.
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MONETIZATION
Free To Play - The Right WayGetting value out of your spent money is our main guideline when designing the FTP model.
Players can purchase different themes at the in-game store. A theme will alter everything
cosmetic about your mountain and your home. It will also affect gameplay in power-ups andunique features only available in that specic theme.
If you like pirates, sci- or disco, you can make the game look and play the way that appeals
to you the most.
In the nal product, themes might include content such as:
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Gameplay
Power-up
Unique block shapes
Unique imps
Block abilities
Visuals
Mountain
Treasure chest
Cannon
Building blocks
Imps
The WorkshopThis feature will allow players to create
their very own custom theme.
Use the workshop to combine building
blocks, mountains, imps, power-ups and
everything that comes with themes you
already own.
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Post LaunchIdeas for themes are endless and with a strong community that have input the list becomes
even longer. At launch the game will offer four different themes available at the
in-app store. After this we intend to produce two unique themes every month.
Having a community where players can wish for themes and recommend ideas becomes a
win / win situation. We get to continue producing content and the community get what they
want!
Events on Christmas, Halloween and other holidays are two examples of no-brainer-themes
to have for sale in the store.
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