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SILICONE RUN

Pitch
The Game
This slide will provide important context for the rest of the pitch by introducing the game's story and goals. Use the Story section to provide a brief
synopsis of the game's story and highlight any unique or interesting features that will make the game stand out to players. We want to know you
inspirations and references. Tell us how you came up with idea and why do you want to develop this game.

Story of the game:


Runner game where we silicon body parts in some parts of the runner.

Goal of the game:


Upgrade your silicon needles/syringes. In some parts you use that needle to needles/silicon
some body parts to get money. Reach the end and upgrade your incrementals.
Core Game design
This slide will give an overview of the game's main and secondary goals, as well as its rules. By explaining the core objectives and rules of the game, you
can help the audience understand what makes the game unique and what players will need to do to succeed. Add mockups.

Main Goal:
Reach the end while siliconing all the marked parts.

Secondary Goals
Evolve your syringe with your silicone gun.

Game Rules:
Bottles you shoot are filled depending on your power level. Bottles you filled %100 are send
to the silicone part start. In silicone part place you go through are expanded. Going
through it again does not expand it again.
Mockups
Core Loop
This slide will give an overview of the game's main and secondary goals, as well as its rules. By explaining the core objectives and rules of the game, you
can help the audience understand what makes the game unique and what players will need to do to succeed. Add mockups.

In-Level Core Loop:


Shoot bottles with your gun. Fİll them up. Depending on your fill your silicone syringe level
increases. In silicon part try to go through all marked parts and inflate that parts. Play 2
shooting 2 Silicone level in order. At the level end butts are placed in ascending order
with 3 in 1 lane. When you are on them you expand them and when they are as big as
the the one in next line money comes out and you can continue until you can’t. In the
last part of the level end there is woman. If you reach there you play a mini game.
Places you touch on her are expanded. In 10 second make her a quick makeover.

Core Game Loop


Get money in injection part. Use that money for upgrades. Try to %100 percent the level
and reach level end.

Progression:

Better needles and guns with upgrades. Different operations with silicone. Try to reach
level end’s last part.

Note: Even if you didn’t


plan progression features
in the game, tell us about
your vision for it for the
future.
Game Characteristics

Main Secondary
Genre: Sub genre: Theme: Art Style: Camera: Controls:
Mechanics Mechanic:

Swerw Multipl Runne Crafti Simula Theme Third Tap&h


3d
ing ier r ng tion based Person old

Fixed
Drawi Physics Univer Camer Tap
Merge Match
ng based sal a.

Dyna Decisi Isomet


Sortin 2d ric
mic on Merge Action
Growth g Makin
g Swipe
Realist
Rhyth Strate ic
Aimin Timin cards Top-Do Joysti
m gy
g g wn ck
Ai art
Drawi Puzle Rhyth Isomet
ric AR
ng m
First
Other perso Rotate
RPG Clicke n
r Tilt

Idle
arcade Shake

draw

Fill the form by drag and dropping our tags in the right
spots. Try to describe you project as vividly as possible.
Marketability
On this slide, plan four different video scenarios that you can use for marketability testing. Describe each scenario in detail and
explain how it highlights the key features of the game.

EX.: in Color Match - the level design variety of items that can be colour matched provide infinite amount of objects for creatives.

Video #1: We have a monochrome setup. Only my hand and tools


are colored. The places player used their silicon syringe are also
colored(Like a trail. The places at the back of my syringe)

Video #2: Well played gameplay. Have a decent attack speed and
get even higher at the first gate. Get %100 percent in syringe part.

Video #3:Bad gameplay. Rather than taking +250 attack speed get
-10 damage etc. In syringe part go over only %10 percent

Video #4:No input in the level. Our hand moves to front at the middle.
Get some through some doors and in syringe part we only silicone
only a little part. After that we get throught gates and get stronger.
And go over the same place and silicone a bigger part.
Game Economy Meta
and Monetisation
Meta:
Game economy:
Dollar: Incrementals
Money you earned is used for upgrading and you need
that for %100 clearance off a level.

Add game references for meta


Monetization Model: Pressure Washing Run, Clear and Shoot, Tatto Runner
Incrementals RV
Double gun RV
Permanent Gun upgrade RV
Permanent Syringe upgrade Rv
Permanent Bottle capacity upgrade RV
Game end multiplier RV
Skins RV
No Ads
%70 ADS %28 RV %2 IAP

Add game references for monetisation


Pressure Washing Run, Clear and Shoot, Tatto Runner
Min MVP Requirements
Marketability - Initial Test
● 15 Min of gameplay for classic HC/ 20 min for high LTV
Please specify how many levels will be developed in the MVP and what will make them
“unique”
For example in bridge race it could be different arenas designs which gives the feeling of virty
10 level

● Level & build events


Are there any custom event should be implemented in the MVP in order to evaluate it better
For example: in idle arcades you want to track users getting to specific level of progression or
using specific resource, or in a runner game where the player may “fall” from the track, could
be worth to understand the exact fail element (high fail rate due to a level design and and
not difficulty)
● SDKs: Implement Wisdom according to the Supersonic Platform instructions
● Android Only
● Creatives
Make sure the MVP consist the content and scene you need in order to execute planned
cratives

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