Majorariatto’s second game after our debut with Majotori has been unveiled. It’s titled pureya, and it’s officially written in lower case, except if at the beginning of a sentence, since that looks awful. #aesthetics



Pureya is a game that changes every 10 seconds, and it’s intended to be the best mobile game ever. We chose to go with this project since it’s fun to do, somewhat quick, and allows us to play and experiment with a variety of genres, even though the mobile market is the worst. We will release it for PC platforms anyway, and we hope it will be adequate enough for them. Read more about the design intentions behind pureya in its announcement post.



This time we are gonna keep a weekly development log so you can see how the game evolves. We are also gonna be uploading a new build every time we send our monthly newsletter, so subscribe now if you wanna try it out and give us feedback!



Pureya is being developed in Unity by Alva Majo and Kony Pyon. Alva is in charge of design, art and gameplay programming and Kony is taking care of the rest of the programming; the hard one that’s complex and requires you to know what you are doing, like the save/load system, layout scale and repositioning, and such. Also, Nosgoroth is gonna be taking care of our beautiful website. A page for pureya coming soon.



We should have started this devlog earlier, but we didn’t! Because of this, we are gonna be showing old graphics for this post so we can show how we improved them on the next entry.



A quick explanation on how the game works: You move an actor left or right, trying to avoid hazards while collecting marbles. Collecting marbles allows you to fill jars and unlock new visuals for the games. To unlock stuff you need to succeed at pachinko.



So far, we’ve made 4 subgames + a pachinko with an unlock system. Since 4 subgames is already enough to get a general feeling of the game, we wanna keep polishing it and setting all the bases before adding new ones.

The current subgames are:



· MTO: Move a spaceship that’s constantly shooting. Break meteors to expose the marbles inside. Don’t get hit by the meteors.

· FLP: Move a squid with underwater jumps. Collect marbles while avoiding urchins.

· PLU: Move a bird that’s plummeting alongside a waterfall. Collect marbles while avoiding rocks.

· CNN: Move a sailing ship under fire. The big ship in the background shoots both cannonballs and marbles. Observe the incoming fire to know where to place yourself to pick the marbles and avoid the cannonballs.

The name of every subgame is the internal 3-letters identifier we use for their scene. “FLP” comes from “flappy”, since the original idea for that subgame was to make something with similar controls to Flappy Bird (but ended up being more fun to play). You can figure out where the rest of the names come from.

Every subgame also scrolls into a different direction. That’s a rule for pureya’s subgames: the background must scroll; it feels so much more dynamic that way.



The one exception is the pachinko, PCK. Influence the direction of the ball to make in fall through the detector and get a prize.

We’ve also implemented an adaptive difficulty system that constantly reclassifies you on one of 9 levels that range from “literal baby” to “the game was not designed to be this hard”. You start at level 2, “challenging for your mom”, and the ratio of marbles collected/times being hit makes you rise or fall on the difficulty scale. The system is tuned so that it makes quick reclassifications at the beginning, so you can raise to a decent challenge before getting bored, and makes it more constant from then on. Also, the difficulty is independent for every subgame, in case you are not equally better at all of them.

That’s all for now. You can tell us what you think or cheer us via twitter, facebook or by sending us an email at contact@majorariatto.com.



See you next week!