

Swim Close
Top-down, Mobile Games
Swim Close
‘Experience the underwater life of a small school of Goldfish in this beautiful game with intuitive Screen-tap control.’
8+
Age group
Mobile
Platform
Mechanics / Novel Interaction
Experimental Method
Top Down 2D
Genre
Team
Jagjeet Shyamkunwar | Nayan Thakur
Theme : In Sync
Concept Overview
Players can control the School of fish with one finger touch on the screen. Avoid obstacles and predatory sharks on the way. Maintain the number of fish in the group to survive and move forward.

Tap controls
Core Mechanics
1. School of fish moves straight till the player touches the screen.
2. Avoid Obstacles (rocks, poisonous plants, sharks) that can divide the school into smaller groups.
3. Avoid predatory fishes and poisonous plants to save the fish.
4. Small groups can be merged into the bigger group when the school swims close by them.
5. A bigger group has more chance to survive and maintains the strength of the school to move forward.
6. Collect food items to multiply the strength of the school.

How many fishes player can rescue
Objectives
1. Player begins with a school of 7 Goldfish.
2. Rescue smaller group of fishes and help them get out of the unsafe territory of the ocean by merging them in to your school.
3. Collect food items to increase the strength (Number of fishes) of your school. Keep the school intact.
Game Trailer
Game Mechanics
Flock Behavior
Flock Behavior of Fishes depends on the behavior of a individual Fishes and how they interact with its neighbors.
The variety of flock behavior can be adjusted with the radius and magnitude of these three Properties.
1. Cohesion
2. Alignment
3. Avoidance

Flock Behavior: other agents inside the radius are called Neighbors


Cohesion Compels each agent in a flock to stay closer to its neighbor.
The agent does this by finding the mid-point of its neighbors and navigating towards it.
1. Cohesion
1. Cohesion : Agent moving close to its neighbor

Alignment encourages the agent to move in a common direction.
Each agent will align itself to the average direction of its neighbor agent.
2. Alignment

2. Alignment : Agents aligning in same direction

It is also called Separation and helps to prevent any overlap.
Agents will look for the neighbors who are too close to them. In that case, the agent will move further away from the neighbor.
3. Avoidance

3. Avoidance : Agents moving apart from each other
Level Design
Thought process behind Designing the Level.
1. Teach Player to tap on Screen control in main menu Itself.


2. Player Learns to add a small group of fishes into the School/ Flock.
3. Player Learns the value of collecting food items.


4. Player learns that Rocks can divide the flock into smaller groups.
5. Hitting rock with poisonous plants more than three times kills the fish.


6. Task 1: To rescue a small Flock of Fish from the Shark Territory.

Mood Boards
Art Style

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