
Party Time
Party time is a game full of microgames where the player must beat them to score. The player must score as high as they possibly can without losing 3 games in a session. This game was a group project and made for a class where the challenge was to make a game within the limitations of a Nintendo DS.
Game Details
My Role: Game Designer and Programmer
Team Size: 3
Genre: 2D Microgame Mix
Engine: Unity
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Contributions
Gameplay Design
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Each microgame is easy to learn and fast paced leading to frantic gameplay
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Microgame order is completely randomized to feel less predictable
Programming​
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Programmed the main game loop and some of the microgames using C#
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Scoring system​
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Scene Management
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Timer
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Implementation
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Imported and implemented art assets, UI, sound, and music
Designed Microgames
There are a total of 4 microgames. Each one has simple controls no more complex than pushing a button, tapping the screen, or drag and dropping. Depending on microgame, players have between 3-10 seconds to beat them. The games themselves are easy, but reaction time and a short timer challenges the player.
![]() Arrow Block | ![]() Balloon Pump |
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![]() Puzzle Drag | ![]() Whack-A-Mole |
List of Microgames
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Puzzle Drag - drag and drop missing pieces​​
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Whack-A-Mole - tap the moles using touchscreen
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Arrow Block - horizonal movement controls
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Balloon Pump - button mash
Programmed the Game Loop
Each game is it's own scene selected randomly using scene manager. It's set up so players can't predict the next minigame and are forced to react in time with the pressure of a short timer. As long as the player has at least 1 life, the game keeps going.
![]() Main Game Loop (microgame loop) | ![]() Arrow Block | ![]() Mole Game Object Code |
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![]() Balloon Pump |
I had to be mindful of what controls a Nintendo DS has, making sure nothing I programmed was exclusive to a PC/the testbed. I imagined someone was physically holding a DS for gameplay rather than through the lens of this testbed.
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Click each image to enlarge it for more details!