Fish Frenzy Mania

Fish Frenzy Mania was the first project at Storm8 on which I was involved from start to finish. My responsibilities included:

  • Initial specs for core mechanics and features during pre-production.
  • Primary contact for gameplay iteration during extensive prototyping phase.
  • Playtesting, spec upkeep, and level creation during principal development.
  • Design and spec work for new obstacles and game modes.
  • Post-release level design and tuning.

Click on any image to see a full-size version.

Treasure Mode was FFM's version of digging mode. Players had to dig out all of the buried treasure in the level.
Treasure Mode was FFM’s version of digging mode. Players had to dig out all of the buried treasure in the level.
The game's mechanics didn't really match the theme, but we made the best of it with obstacles like Crabs and Anemones, which would eat bubble pieces on the board.
The game’s mechanics didn’t really fit the theme, but we made it work with obstacles like Crabs and Anemones, which eat bubbles on the board.
An example of cool obstacle interaction: Anemones eat bubbles, but also activate obstacles. So this Anemone hits the Clam, which then spits out red bubbles every turn.
An example of cool obstacle interaction: Anemones eat bubbles, but also activate obstacles. So this Anemone hits the Clam, which then spits out red bubbles every turn.
The Octopus was a new "boss battle" game mode. We wanted a boss that actually existed on the board. To beat him, you have to hit his tentacles enough times to remove them all from the board.
The Octopus was a new “boss battle” game mode. We wanted a boss that actually existed on the board. To beat him, you have to hit his tentacles enough times to remove them all from the board.
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