Zakumba: Astraia

I am currently holding a volunteer position as a Lead Game Designer at AfroDuck Studios. In which I am responsible for:

  • Developing and documenting game design concepts and mechanics.

  • Creating and maintaining game design documentation

  • Collaborating with team members to ensure game design aligns with project goals and scope.

  • Prototyping and testing game mechanics and systems

  • Designing levels and environments that enhance the gameplay experience

  • Writing and implementing dialogue, narrative, and quests.

  • Balancing and tuning game difficulty and progression, and playtesting and analysing game data to improve game design and player experience


Synopsis

Zakumba: Astraia is a 2D African-inspired Action Adventure RPG where players control Astraia, a young girl on a mission to design a unique Golem and uncover the secrets of a lost technology. This game tells the coming-of-age story of a young girl with a passion for building unique tools from an assortment of items she finds around her village’s region. By exploring unique areas, crafting special tools, and fighting interesting creatures, the player will be swept into a quiet revolution that sees Astraia navigating an adult world while trying to find her place.  


Contributions

Tutorial

As the designer for the project, I was tasked with onboarding new players with the controls, mechanics and overall experience with Zakumba: Astraia. Due to the complex nature of the game genre (RPG) with lots of various systems, abilities and statistics. This would prove difficult. In addition, I did not want the player to have to read paragraphs of information in order to understand the systems. Therefore, I slowly introduced the mechanics through scripted events, diagrams and allowing the player to experiment themselves to discover how these systems work. Of course, our goal was to create systems and abilities that seemed intuitive and would not need much tutorialization. In addition, we utilized playtesting as means of getting feedback on how new players react to the game.

Quick Menu

One of the systems that proved cumbersome to new players was the quick menu. This is essentially a menu that allowed the player to quickly cast abilities, use items or perform special actions. For new players, they either chose to completely ignore this system or try to use it and get confused at first. Ultimately, we decided that it needed a redesign. A member of the team had a great idea to instead utilize a radial dial instead of a small box at the bottom of the screen. This proved to be successful in making that system less confusing for players as it was intuitive to use. However, some additonal testing was required to fine tune the system. It was found that even with the new quick menu that it was difficult to use during combat and thus we reduced time vastly when the quick menu is active in order for the player to make a more tactical decision about the choice of ability.

Controls

As the designer of the project, the controls were left in my hands. When fully released, the game (hopefully) will be running on the switch, playstation, xbox and PC. This lead to the amount of buttons that we have access to, to be extremely limited (the switch having the least). Therefore, I had to come up with cunning solutions to these issues. We utilized keybinds, holding buttons down vs tapping them and menus being as simple as possible to navigate.


Most of the high and low level design decisions were discussed with the team and then the ultimate conclusion decided upon by myself and the rest of the leads. There are many more decisions that are not listed here that I designed but feel free to message me with additional questions


(The material shown on the website is heavily outdated and has had considerable changes since then)

https://www.afroduckstudios.com/astraia

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