Upcoming: The Pirates: Survival
Arcade | Hyper-Casual
Late 2021

Favorite Quote!

“I’m Commander Shepard, and this is my favorite store on the Citadel!”

Mass Effect 2

The Tale Of Unknown Pirate


The Outline Story

The story revolves around Pirate life, the adventurous vision in the late 17 century, The golden age of piracy, this is about a young sailor who decide to take down all of mean pirates one by one and own their ships and own their life-style. This is a story of a young sailor who wants to help others by becoming a pirate. And there is twist in story that you must collect “ Candy “  as much as  you can and share it with others.


Begin & The End.

Every game have a deadline for presentation. So when this journey began at Jul. 16, 2019 . We believed that we will be ready to present at “ Dec 1st , 2019 “ and We tried to bring this game to life by the time, we didn’t 🙁 however that’s OK. Sometimes it’s hard to meet your deadlines but of course we published two month later in Iran’s market and as my first casual game was published I come across Many publishing issues and learn so much about the market. it was a great experience.


Audiences

The intended audience of this game is primarily for both genders from the age range of 3 years to approximately 7 years old. The language of the game is contains so many catchphrases from the real pirates but they were hand-picked to be proper for any age and therefore, the audience could be 3 years of age or above.  


Tavern Mood (loop) By Darren Curtis Music

Targeted Platforms
  • Android Platform
  • iOS Platform

Features
  • 2D Game
  • Arcade | Action
  • Single Player
  • Fixed-Camera View
Languages
  • English
  • Persian

* There is no aggressive, dirty, or inappropriate language in this game. 

Favorite Quote!

“I’m Commander Shepard, and this is my favorite store on the Citadel!”

Mass Effect 2

The Tale Of Unknown Pirate


The Outline Story

The story revolves around Pirate life, the adventurous vision in the late 17 century, The golden age of piracy, this is about a young sailor who decide to take down all of mean pirates one by one and own their ships and own their life-style. This is a story of a young sailor who wants to help others by becoming a pirate. And there is twist in story that you must collect “ Candy “  as much as  you can and share it with others.


Begin & The End.

Every game have a deadline for presentation. So when this journey began at Jul. 16, 2019 . We believed that we will be ready to present at “ Dec 1st , 2019 “ and We tried to bring this game to life by the time, we didn’t 🙁 however that’s OK. Sometimes it’s hard to meet your deadlines but of course we published two month later in Iran’s market and as my first casual game was published I come across Many publishing issues and learn so much about the market. it was a great experience.


Audiences

The intended audience of this game is primarily for both genders from the age range of 3 years to approximately 7 years old. The language of the game is contains so many catchphrases from the real pirates but they were hand-picked to be proper for any age and therefore, the audience could be 3 years of age or above.  


Tavern Mood (loop) By Darren Curtis Music

Targeted Platforms
  • Android Platform
  • iOS Platform

Features
  • 2D Game
  • Arcade | Action
  • Single Player
  • Fixed-Camera View
Languages
  • English
  • Persian

* There is no aggressive, dirty, or inappropriate language in this game. 

Team Members | Sloppy Studio
  • Game Developer | SadeQ Soli
  • Game Developer | Masood Lavasani
  • Game Artist | Javad Salary
  • Game Designer | Haleh Mansoori
  • Researcher | Mehdi Chaloosi
  • Credit for Most Of the Arts | FreePik Website
  • Credit for Most Of the UI, UX | FreePik Website
  • Credit for Most Of Musics’ (Tavern & Heroic) | Darren Curtis Music

Core Gameplay Mechanics
  • Core Gameplay Mechanic #2 – Single Player
    • In this game, the player controls the main ship . This game is meant for a single player playing experience.
  • Core Gameplay Mechanic #3 – General Movement
    • The player may choose to move within the game. if the player does not move the ship, the ship will remain still and exposed to NPC(Enemy) for attack . To move Left or Right, the player has to either hit the Left-Arrow or Right-Arrow key, which moves the ship Left or right and To move Up or Down, the player has to either hit the Up-Arrow or Down-Arrow key, which moves the ship Up or Down. Refer to the Control Summary below for a more detailed listing of the control scheme.
  • Core Gameplay Mechanic #4 – Initial Setup
    • The Ship is going to spawn at starts at the bottom of screen and the NPC is being spawn at starts at the top of screen. Depending on the difficulty level as you’ll see in the table in the stage difficulty section, the speed, health and fire rate of the ship is different, the amount of objects are varies. Depending on the stage, child ships might be spawned as well.
  • Core Gameplay Mechanic #5 – Health
    • The ship has a health bar which decreases when he hits Junk candies, enemy  ships, canon balls. When the health bar reaches zero, the Ship will be destroy, and the game ends. In this game, health can be replenished.
  • Core Gameplay Mechanic #6 – Low / Critical Health
    • When the ship’s health reach 75% and below, health bar icon will be a little brighter than 100% and the sound of heart beats is played and When the ship’s health reach 50% and below, health bar icon will be a little brighter than before and the sound of heart beats is played faster and When the ship’s health reach 25% and below, health bar icon will be a little brighter than before and the sound of heart beats is played even faster. This signals to the player that the ship is in low health. to signify to the player that the health has reached a critical stage. The ship will be destroy when its health reaches 0% and Win / Game over panel will be displayed.
  • Core Gameplay Mechanic #7– Moving Objects
    • There are 3 kinds of objects that will move within the game. They are namely the:
      • Candy:
        • Collect in order to accomplish “ Score ”  for exchanging with the “ Keys “.
      • Coin
        • Collect in order to accomplish “ Coins ”  for exchanging with the “ Ships “.
      • Magic Candy
        • Collect in order to Gain an special “ Power ”  for certain amount of time.
      • Junk Candy
        • DON’T Collect these to Stay safe and continue to avoid them at any time.
  • Core Gameplay Mechanic #8 – Magic Candy
    • Magic Candy
      • 2X Sized Ship & 2X Faster Balls

When the ship has collision with this magic candy the ship is gonna get power for 15 second  and the sound and animation of Magic candy will be played.


  • Core Gameplay Mechanic #9 – Junk Candy
    • 4X Times Junk Spawner


When the ship has collision with this junk candy the ship is gonna lose power for 15 second  and the sound and animation of junk candy will be played.


  • Core Gameplay Mechanic #10 – Collision Between Objects
    • Player Canon ball with Enemy Canon ball
      • When the player’s ball hits the enemy’s ball, both will explode  and the sound of explosion will be played.
    • Player Canon ball with Enemy Ship
      • When the player’s “ ball “ hits the enemy’s “ Ship “, the ball will explode and depend on the ball’s type, impact going to be different and the sound of explosion will be played.
    • Player Canon ball with Candy, Junk Candy, Magic Candy
      • When the player’s “ ball “ hits the Candy, Junk Candy, Magic Candy, the ball will explode and depend on the ball’s type, impact going to be different and the sound of explosion will be played.
    • The Player with Enemy Ship
      • When the player’s “ Ship “ hits the enemy’s “ Ship “ or the other way around, the one with less power will explode and the one that survives will be deducted its power exactly the amount of power that the other ship had, and the sound of explosion will be played.
    • The Player with Candy, Junk Candy, Magic Candy
      • When the player hits the Candy, Junk Candy, Magic Candy, They’re going to destroy and depend on the Candy type, impact going to be different and the sound will be played.
    • The Player with Enemy Canon ball
      • When the character’s health reach 25% and below, a pulsing red border appears around the screen and the sound of heart beats is played.

Core Gameplay Mechanic #11 – Deactivating Objects

  • Crossed Objects
    • There is 4 deactivator one at the top, out of screen and one at the bottom, right and left to deactivate Crossed objects that going out of screen in any direction. This system also helping us to find out how many balls, Enemy or child ships, coins, magic candy, junk candy, candy and other things are being crossed and player missed.

Core Gameplay Mechanic #12 – Scoring System

  • Scores
    • Scoring system will be on Destroying “junk” and “enemy ships”, and also collecting “Candy “Of course you can exchange your score for “key” and keys going to help you unlock stages and by second chances to continue playing at the end of levels.  
  • Keys
    • Key system will be on winning and playing more, the more players win, more keys will be owned. Player can collect key by winning a level, every level depends on its difficulty, has different amount of keys to offer. You can also exchange “ Key “ with “ Scores “.This system is exclusively designed to unlock stages, ships , others.
  • Coins
    • Coin system will be on collecting only in this game, you can NOT exchange anything in-game to get more coin. Coins are exclusively designed to buy “ ship “ only. Of course, you can buy coin in the shop in order to buy better ships. There is no grading system, for simplicity of game.

Core Gameplay Mechanic #13 –Status Trigger

  • Communication Triggers
    • When the player does something wrong, the game will communicate failure to the player by having a side character pop out from either one of the bottom two corners of the game screen. The side character will display visual and audio feedbacks to the player in terms of failure, either positive or negative ones depending on the state.
  • Win / Game Over Screen Statistics
    • When the player wins / loses a level, they will be brought to a Win / Game Over screen. If the player wins in any level, they will be brought to the same winning screen but there is a bonus screen that it comes before winning screen and it has different number depend on the level that player wins, but If the player loses, the player will be brought to the same losing screen no matter which level players in . The following is a list of statistics to be displayed on the screen in the Win / Game Over screen.
  • Interface Flowchart
    • This is an expanded flowchart from the main game play screen to the end of level 3, showing the in between screens that are missed in the previous one.

The Flowchart

Scene Shots
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Arcade | Hyper-Casual