Crossy Road remake
- frederichatanian
- Oct 2, 2017
- 3 min read
I always liked Crossy Road, especially the single player mode, but I always felt that the game lacked a bit of additional content to keep players engaged. So here is a short game design of what I think Crossy Road could look like. Some of the features that are presented here are inspired from other games, in particular:
The design currently only include an ad-based monetization but it wouldn't be too hard to switch to an in-app purchases model as there are boosters and skins in the design.
Main Screen:

The player has access to the 2 shops at the bottom, to a button that shows other games from the company on the top right and to a sound on/off button on the top left.
A little bouncing hand is showing the player that he can diretly start playing from here like in the original game.
Start Playing:

Pause popup:

The pause popup appears when clicking on the pause button and gives the player the possibility to access the same menus as from the main menu and directly keep playing after changing skins or upgrading boosters.
He can also go back to the main menu from there and start a new game.
Boosters Shop:

The player can increase the strength of the boosters as well as the spawning rates by buying upgrades. When the finger touches the boosters icon, a little frame appears to explain what the booster does. This frame disappear when the icon is touched another time or when the player leaves this menu which will allow him to compare the different effects.
Here is an example of how the Teddy booster works:

The player passes over the teddy and is transported to a safe sport a bit further.
We would also need some kind of time indicator for some of the boosters which effects are time limited, the floater for example: "Pass the rivers without risking drowning".

Skins Shop:
The skin shop has two tabs, the first one allows the player to choose his character and buy new ones with the coins he collected or buy watching a video ad. To each animal corresponds a different collectible items for the missions (see later).

The second tab allows the player to change background the same way. It will give the player the possibility to play in different environments.

Quest System:

When the player passes on a quest tile, the game stops and the following popup appears, stating the goal of he mission: collect x coins, pass x roads, pass x rivers, collect x items, open x chests...

After the player accepts the quest, a semi transparent band will appear in the UI to show the player how far he is in his quest (see next image).
Chest System:

Chests are spawned at random intervals, if the players decides to, he can bump against it in order to open it. The game stops and the following popup appears, offering to open the chest if the player watches an ad.

If the player decides to watch the ad, he receives a random amount of coins.
Additional rewarded ads for revival:

When the player dies, crashed by a car, drowned or because he was too slow. He gets to instantly revives if he watches an ad.
Other possible feature, hunt the fox:

The fox would spawn randomly, if the player decides to he can chase it and gets a substantial amount of coins if he manages to catch up with it. It pushes the player to take more risk against a positive reward.
Commentaires