Inspiration

The inspiration for Crown Clash came from shows like Sparta and Gladiator. I wanted to create a short, exciting game loop that revolved around battle-style PvP gameplay, while immersing players in the atmosphere of the Middle Ages. But I didn’t want it to stop at just battles. I wanted the world to encourage role-playing and give players the chance to create their own games within the game. To make it even more social and engaging, I added a mini-game called Bread Bomb Roulette. It’s a fun twist that brings humor and interaction into the mix.

What it does

The game has two main modes:

  1. King of the Hill
    This is the main game mode, where players battle to hold the throne in a fast-paced, 50-second game. To make things more interesting, players can collect coins scattered throughout the map or earn them by winning rounds. These coins increase their damage output, giving them an edge in the fight for dominance.

  2. Bread Bomb Roulette
    This is a mini-game that adds a social and humorous touch. Players take on the role of the king’s tasters, eating pieces of bread to ensure they’re safe for the king. The catch? One of the eight pieces contains a bomb! It’s a suspenseful and hilarious game of luck that keeps everyone on edge.

How we built it

I built Crown Clash using:

  • Primitive Shapes for the environment.
  • Horizon Desktop Editor to bring everything together.
  • Canva to create the UI images.

Challenges we ran into

One of the biggest challenges was making the game inclusive. I wanted anyone to be able to jump in and play, no matter their experience level or platform. One issue I had to address was figuring out how to keep players engaged if they joined a world where a game was already in progress. That’s actually what led me to include Bread Bomb Roulette. It gave players something fun to do without waiting for the main game to end.

Another challenge was creating a world that worked well for both VR and mobile players. Certain things are easier to do in VR, but I didn’t want mobile players to have an advantage either. Balancing that was tricky, but it was worth the effort to ensure everyone has a fair and fun experience.

Accomplishments I’m proud of

I’m really proud of how accessible the game turned out to be. Whether you’re on VR, mobile, or PC, you can jump in and have fun. I’m also happy with how the Bread Bomb Roulette mini-game adds a whole new layer of engagement and humor. I also am proud of how the aesthetic of the world turned out.

What I learned

I learned how important playtesting is to refine mechanics and balance gameplay. I also learned a lot about optimizing for cross-platform play and ensuring the experience is just as fun no matter how someone is playing. It pushed me out of my comfort zone and has lead me to begin the journey to immerse myself more into learning how to make mobile worlds as I can see what needs to be changed and done for a better and immerse gameplay.

What’s next for Crown Clash

There’s so much I want to do next! I’d love to expand the game by adding more mini-games, attachables and side quests and levels. More objects for roleplay and hidden Easter eggs. I am going to add a leader board for |Bread Roulette. I also would want to start hosting tournaments to build a community, more fun and engagement around the game. Seasonal updates or themed events could also keep things fresh and exciting. If the world does get traffic, I would definitely be remaking it in trimesh.

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