Cursorblade Competitive System
One Page Design made in Miro
3-person project
November 17, 2024 - December 14, 2024
Major Roles: Systems Design, Documentation
Cursorblade Description
Developed by Indie Dev: RealPeach
Released November 6, 2023
Swipe your mouse across the screen to attack enemies and dodge attacks
Goal of the game is to build a high score
Player progresses through endless waves and chooses upgrades between each wave
Gameplay loop:
Fight through wave
Choose Upgrade
Fight through next wave
Design Goals
Design a new system to be added within Cursorblade that:
Works with the game’s existing mechanics
Attract a new audience
Appeals to current Audience
Audience
Using the Quantic Foundry Gamer Motivation Model, we determined that we wanted to:
Maintain the player base motivated by challenge
Maintain the player base motivated by power
Attract players motivated by competition
What Our System Adds
Monthly Competitive Stages
Beginner and Advanced stages
Advanced stage unlocked by meeting a score requirement
Challenge Modifiers
Creates an experience unique to competitive
Keeps content fresh each reset
Leaderboards & Rewards
Adds competition and encourages mastery
Cosmetic rewards based on performance
Incentive and rewards for leaderboard competition
In this project I…
Collaborated with a team to ideate a new system that can be added to an existing game
Researched similar systems in other games to inspire our design
Researched other one page documents to inspire our one page document
Discussed in detail how our new system would work and changed design based on discussion
Made sure to consider UI and UX when ideating our new system
Made sure to consider workload for a team if they hypothetically implemented this system into the game
More on my process below
Changes from the Main Game
Limited waves Instead of endless survival
Hand designed encounters vs procedurally generated
Modifiers add new effects to existing mechanics and alter constraints
Recurring reward incentive
Challenge Stages
Flow chart describing the beginner stage loop, and the advanced stage loop
Beginner Stage
The purpose of the beginner stage is to prepare players for the advanced challenge. We want to ease players into the higher difficulty stage.
Has similar themes and modifiers to advanced stage
Less waves
Easier difficulty
Must complete beginner stage and score high enough to unlock advanced stage
This stage will also have its own leaderboard.
No rewards will be given out and is instead used as a more casual experience and players are still able to have a friendly competition in the beginner stage.
Stages: Wave Limits
Quicker playthroughs
Beginner has a max of 20 waves (~6-8 mins)
Advanced has a max of 30 waves (~9-12 mins)
Creates a clear goal for the player
Consistent challenge for all players
In normal runs, players reach full build at wave 50
Takes ~15-20 mins
Often an exit point for players
With no clear sense of progress, players often quit playing sometime after wave 50.
The purpose of the wave limit is to prevent competition being how long can you move your mouse around for, and instead being a consistent challenge for every single player in a reasonable amount of time.
Advanced Stage
After unlocking the advanced stage players will be encountered with a harder challenge; an evolution from the beginner stage.
More waves
Added constraints to the modifiers established in the beginner stage
Caters to players motivated by challenge to attempt to complete the advanced stage
The Advanced Leaderbord
Players receive rewards depending on where they place on the leaderboard
Purely cosmetic
Provides incentive for players to engage with the system
Caters to players motivated by competition to compete with other players for a higher placement
Score Metrics
To determine roughly how many points players need to unlock the Advanced stage, we gathered data on the average score players get by the end of wave 20.
This came to roughly 55k points in a normal game.
Modifiers and weapon pool can make it harder or easier for players to score points, so the points needed to unlock advanced will depend on the challenge of that month. We estimate roughly around 40k-55k points
Intent behind Monthly Challenges
Earning Rewards
Score data we collected
Restricting access to the leaderboard gives players an immediate goal to work
Providing a leaderboard for both modes, satisfies hardcore players while leaving options for casual players
Regular new challenges provide a recurring incentive for players to return to the game and new experiences to be had with challenge modifiers.
Consistently refreshes leaderboards so players have multiple opportunities to climb the ranks and earn rewards.
Challenges modifiers can be created simply from ideation and altering existing parameters, providing a wide range of possibilities for their design while keeping development time short.
Beginner Stage wave 20 example
Challenge Concept
A challenge concept we produced was one with an Elemental theme.
The beginner stage will be 20 waves and the advanced stage will be 30 waves.
The player will only be able to access a certain pool of items mostly related to an element like fire, ice, lightning, poison, etc.
Along with their sword being the Stoneblade, fitting the elemental theme.
In beginner players get 5 weapon slots instead of the normal 6 and has a restricted weapon pool available to them.
The advanced stage takes it a step further limiting that weapon pool even more and now players can only have a max of 4 weapon slots.
Leaderboard
Advanced Stage wave 30 example
Sample UI Design of the locked Advanced Stage
Visible Immediately
Locked until conditions are met
Rewards
Reward Types
Cosmetics
Revealed after unlocking Advanced stage
Trophies
Why Do We Want A Leaderboard?
Competitive players are motivated by comparing their skill with others
It shows visual progress when climbing the leaderboard
Can be implemented without overhauling existing systems