Comet Rain
About the Project
COMET RAIN is a solo player arcade-style game developed over a span of 2 months, a collaborative effort involving a team comprising 3 Game Designers (Quentin Godard, Silouane Baffoy, and myself) and 1 Game Programmer (Marc Tasher).
Gameplay
Set on a small planet inhabited by tiny aliens, Comet Rain introduces players to an astronaut protagonist capable of traversing the planet using the left joystick and rotating it with the right joystick.
The astronaut's objective includes protecting the aliens from an impending comet rain. The player can bump into the aliens to push them away from harm's way, preventing their demise from the comets. Interestingly, pushing aliens together causes them to merge and form cities.
The game operates on a wave system where each wave introduces new alien spawns alongside the comet rain. The player's goal is to survive as long as possible, earning points based on their survival time, creating cities, or ensuring the survival of a city through multiple comet rains.
A hit from a comet onto an alien, city, or the character results in a loss of life, but surviving a wave fully replenishes life.
The game's arcade-style system, intuitive controls, and vibrant art direction collectively contribute to its arcade ambiance.
My role
Within this project, I spearheaded the creation of a Confluence page to centralize and organize all project-related information efficiently.
My primary role centered around game design, conceptualizing the initial game idea and steering its development. Additionally, I undertook the role of team leader, facilitating daily scrums to ensure transparent and cohesive team communication while overseeing ongoing development processes.



