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Klepto-Gnomics
Platform
Engine
Duration
Team Size
Role
PC
Unity
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Four Days
12
Game Design
Level Design
Overview
Kelpto-Gnomics is a first-person, team-based multiplayer game focused on obtaining gems and returning them to your team's stockpile. Players assume the roles of two gnome factions, each vying for ownership of the gem hoard. The first team to return five gems to their team's chest wins. Whenever a player dies, a gem is removed from their hoard to allow them to respawn. If that player's team possesses no gems, they will not respawn until they have collected one.
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Several factors make collecting the gems a daunting challenge. For example, players in possession of two gems will move significantly slower. In addition, pressing RB allows players to shove one another off the stage into the lava below. Additionally, the lava levels rise and fall intermittently, requiring players to think on their feet to navigate the stage safely.
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The first team to amass five gems wins the match.
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Design Challenges
Take a concept for a new type of physical sport, and translate this idea into the format of a computer game
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Project Roles
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Designed and implemented core mechanics
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Scripted gameplay features and implemented design concepts using Visual Studio (C#)
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Conducted internal and public playtest sessions
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Designed and iterated on game mechanics & level layouts to incorporate tester feedback
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Development Process
One of the most pressing issues we faced early in development was one of gameplay balance. Very often in our playtest sessions, matches would stretch into the fifteen-minute mark with no significant gains being made by either team. As a result, we had to examine the nature of the rules in order to address this recurring stalemate dilemma. We implemented various tweaks and additions to the game in order to rectify this. The first was applying a movement speed penalty to players that were carrying two gems. This reinforced the team aspect of the game, by encouraging players without this penalty to defend those who did. In addition, we implemented a stage mechanic wherein the lava levels rise and fall to cover certain portions of the map. This element requires players to be aware of the environment and plan their traversal accordingly. With these elements combined, the game's skill ceiling was raised considerably, to the point that matches would only become close when both teams were equally skilled at the game. As a result, teams that are able to grasp the nuances of the gameplay systems will triumph over those who don't, ensuring a fair and engaging gameplay experience.
Gameplay Overview
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