Steal Master!
App Store Release
Become the city menace!
Sneak around the city to pickpocket civilians on the street and buy assets using the stolen cash! Avoid obstacles and run away with as much money as possible to store in your safe!
Sneak around the city to pickpocket civilians on the street and buy assets using the stolen cash! Avoid obstacles and run away with as much money as possible to store in your safe!
Role:
- Wrote design documents
- Designed all mechanics and systems
- Collaborated effectively with programmer on rapid and iterative prototyping
- Designed and implemented all 8 levels
- Facilitated, documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Outsourced and integrated assets
- Organized project and used Jira to set tasks and deadlines
- Designed all mechanics and systems
- Collaborated effectively with programmer on rapid and iterative prototyping
- Designed and implemented all 8 levels
- Facilitated, documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Outsourced and integrated assets
- Organized project and used Jira to set tasks and deadlines
Design Process:
I wanted to create a game that obtained a runner-style format but was different from the others. Unlike most runners, "Steal Master!" allows you to control the pace of the character who follows a predetermined path. Using a simple player controller (tap and hold to move, release to stop) I challenged myself to create an immersive experience that made the player feel powerful. I aimed to provide the illusion that the player was accomplishing many things when in reality, all they are doing is holding down on the phone screen. That's when I decided there would be two phases in every level: there would be a sneak phase and a chase state.
At the beginning of each level, the player must sneak up on their first target and avoid being seen by them (releasing your finger would hide the player automatically). After pick pocketing your first target, the player would switch into running away with the cash. Along the way, there are obstacles to avoid which involve different timing rhythms. There are buttons to step on which detonate a bomb, clearing away anything in your path. Additionally, I did not want the player to solely pick up money, I needed a different visual to switch things up. That's when I decided there would also be other civilians walking on the same predetermined path as you. Running into these civilians allow you to shove them out the way and collect their cash as well (I was influenced by GTA when I realized running into people and pushing them down on the ground for no reason was fun). Then, I needed a reason for this player to want to collect cash successfully. That is when I integrated the asset buying system and the player's net worth. Along the player's path, there are assets that the player stops and buys. Money is taken from the player's stash and put towards buying the asset, however, if the player does not have enough money, they will give up what they have and the asset's value will not be added towards the player's net worth.
At the beginning of each level, the player must sneak up on their first target and avoid being seen by them (releasing your finger would hide the player automatically). After pick pocketing your first target, the player would switch into running away with the cash. Along the way, there are obstacles to avoid which involve different timing rhythms. There are buttons to step on which detonate a bomb, clearing away anything in your path. Additionally, I did not want the player to solely pick up money, I needed a different visual to switch things up. That's when I decided there would also be other civilians walking on the same predetermined path as you. Running into these civilians allow you to shove them out the way and collect their cash as well (I was influenced by GTA when I realized running into people and pushing them down on the ground for no reason was fun). Then, I needed a reason for this player to want to collect cash successfully. That is when I integrated the asset buying system and the player's net worth. Along the player's path, there are assets that the player stops and buys. Money is taken from the player's stash and put towards buying the asset, however, if the player does not have enough money, they will give up what they have and the asset's value will not be added towards the player's net worth.