Don't Storm My Castle!!

Asymmetric arcade game made in a group of 5

This was a group project in which we built a small, arcade-style game focused on two players facing off against each other. In the game, one player takes on the role of the runner, dodging obstacles and incoming boulders while collecting keys in an attempt to enter the castle without dying. The other player controls the defender, whose goal is to protect the castle by throwing a variety of boulders to stop the runner.
From the start, the game was designed around asymmetrical roles: a defender protecting a castle, and a runner navigating obstacles and collecting keys in order to break in.

Our initial idea was for the defender to place enemies and obstacles for the runner to avoid. However, we quickly became concerned that this role would feel slow and less engaging compared to the fast-paced runner gameplay. To solve this, we explored ways to keep the defender actively involved while still influencing the runner. This led to the idea of letting the defender launch boulders using a catapult in between placing obstacles.
As the concept evolved, we decided to make the boulder the defender’s core mechanic and built additional systems around it, such as pickups that grant special types of boulders. With this direction in mind, we quickly put together a playable prototype. The runner was fast and responsive, with a dash ability on a cooldown, while the defender could launch standard boulders that damaged the runner.


During playtesting, we noticed that the runner was significantly more fun to play than the defender. We concluded that it simply felt almost impossible for the defender to reliably hit the runner. To address this, we made two key changes. First, we added randomly generated obstacles that the runner had to navigate to avoid being pushed off the treadmill. This forced the runner into more predictable movement patterns, allowing the defender to better anticipate where to aim their boulders. Second, we increased the launch speed of the boulders.
Initially, we were worried these changes would make the game too difficult for the runner. Instead, they had the opposite effect: the gameplay became more tense and engaging. Rather than reacting to boulders as they were launched, the runner now had to pay attention to the defender’s actions and anticipate incoming attacks, which made the experience more exciting for both players.

I was a main programmers on the project, and I worked on implementing core gameplay systems and balancing the two roles. This project taught me a lot about designing asymmetrical multiplayer mechanics, syncing very different play styles in one game, and making sure both roles stayed fun and balanced. It also gave me experience working in a group and managing version control with Git more effectively.
Controls:
Runner:
WASD/Left Stick : Move
Shift/B: Dash
Space/A : Jump
Defender:
WASD/Left Stick : Move
LMB/Right Trigger : Charge boulder
RMB/Left Trigger : Switch Special Boulder
Mouse/Right Stick : Change shooting direction

Teammembers:
Eline Verstraeten
Lukas Van Den Branden

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