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Blog Post #17

  • Darrow Mohammadi-Hall
  • Jun 11
  • 2 min read

Original Post Date: 3/15/26


After presenting my 3rd Milestone Presentation, I had one main task that I’m still working on:

  • Gameplay and Technical Descriptions of Components

    • I’m currently reaching out to a friend of mine who I’ve done a couple of game jams with in the past, He is going to give me some resources on how to do technical descriptions for components. In Addition, I’ve been using the doc that Preston gave me which has been incredibly helpful while working on this. I will share more of my progress on this in my next blog post.

This is the core task of my entire next milestone, other than cleaning some things up in my Design Doc. This is my final core thing I want to get done before the end of the Semester. I planned on working on it this week after my presentation but I decided to participate in the IGDA Level Complete March Game Jam. The submission deadline is 11:59pm tonight so we’re still working on it but I wanted to show it here as I’ve been having a great time on it.

Something that I’ve missed is being a dedicated designer. The Current projects I’m working on I’m the Producer. Production is core to what I do and I enjoy it a lot but a lot of times I’ve missed being on the more creative side, being able to work on this game jam has allowed me to flex my creative muscle again and overall feel refreshed going back into my current projects.

Our Game is called Capsule Clash! (This Game Jam lasted from Friday to Sunday the 15th at 11:59pm)

Synopsis: Capsule Clash is a 2.5D Auto Battler where you grow  Capsule Creatures to fight against corrupted capsule creatures. Place your creatures in the Water Tiles and watch them grow into their base form! If you have enough resources, you might be able to grow them into their final form, making them overgrown!

We had the idea of making an auto battler, as a couple of us are huge fans of TeamFight Tactics. For the theme overgrown, one of our Artists (Dash) had the idea to base it off of “Capsule” Creatures toys that you would put in water and grow. We had wanted to take inspiration not only from the main TFT mode but their PvE mode Tockers Trials. Due to the time constraints of the Jam, we decided to use Water Tiles which ca n act as our “Bench” similar to most Auto Battlers in the Genre. We also determined different classes for each type of creature such as Tank, Ranged, Attacker and Buffer. We were also looking at how many Hexes and Tiles there were in TFT and trying to figure out what would be most feasible for us during the Jam.

  • As I plan to wrap up the semester, I’m excited to focus on two things in Net Rider which is Gameplay and Production. I’ve been able to get a writer for my Studio Project in the fall, so now I have 3 artists and 1 writer.



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