Demolition Mania

Demolition Mania is a 2D multiplayer prototype built in Unity that explores strategy, precision, and environmental interaction within a turn-based combat system. Players take on the role of competing demolition workers attempting to eliminate each other inside a destructible office building.

The project focuses on how physics, time constraints, and visual feedback influence player decision-makingand clarity.


Demolition Mania

Demolition Mania is a 2D multiplayer prototype built in Unity that explores strategy, precision, and environmental interaction within a turn-based combat system. Players take on the role of competing demolition workers attempting to eliminate each other inside a destructible office building.

The project focuses on how physics, time constraints, and visual feedback influence player decision-makingand clarity.


Demolition Mania

Demolition Mania

Year:

2018

Year:

2018

Year:

2018

Collaborators:

Rugare Ponde

Collaborators:

Rugare Ponde

Collaborators:

Rugare Ponde

Industry:

Game Design & Development

Industry:

Game Design & Development

Industry:

Game Design & Development

Role:

Game Designer, Developer, UI/UX Designer

Role:

Game Designer, Developer, UI/UX Designer

Role:

Game Designer, Developer, UI/UX Designer

Client:

University of the Witwatersrand

Client:

University of the Witwatersrand

Client:

University of the Witwatersrand

Project Duration:

2 weeks

Project Duration:

2 weeks

Project Duration:

2 weeks

Project Cover Image
Project Cover Image

Problem

 How can multiple physics-driven systems and projectile mechanics be combined into a readable and fair multiplayer experience?

Problem

 How can multiple physics-driven systems and projectile mechanics be combined into a readable and fair multiplayer experience?

Solution

I designed a turn-based combat loop that balances player freedom with strategic pressure.

  • Players share a 15-second turn window that allows movement, jumping, and shooting.

  • Projectile trajectories are influenced by gravity, height, and randomized wind.

  • The environment is fully destructible, allowing players to remove cover or create new paths.

  • Clear visual feedback communicates player state, turn order, and environmental changes.

This approach encouraged deliberate decision-making while maintaining an arcade-style pace.

Solution

I designed a turn-based combat loop that balances player freedom with strategic pressure.

  • Players share a 15-second turn window that allows movement, jumping, and shooting.

  • Projectile trajectories are influenced by gravity, height, and randomized wind.

  • The environment is fully destructible, allowing players to remove cover or create new paths.

  • Clear visual feedback communicates player state, turn order, and environmental changes.

This approach encouraged deliberate decision-making while maintaining an arcade-style pace.

Challenge

Several challenges shaped the final design:

  • System complexity: Balancing randomness (wind) with fairness required clear visual indicators.

  • UI clutter: Early versions relied heavily on text, which reduced visual clarity during gameplay.

  • Time management: Debugging complex systems highlighted the need to prioritize iteration over perfection.

These challenges reinforced the importance of clarity and restraint when combining multiple mechanics.

Challenge

Several challenges shaped the final design:

  • System complexity: Balancing randomness (wind) with fairness required clear visual indicators.

  • UI clutter: Early versions relied heavily on text, which reduced visual clarity during gameplay.

  • Time management: Debugging complex systems highlighted the need to prioritize iteration over perfection.

These challenges reinforced the importance of clarity and restraint when combining multiple mechanics.

Core Mechanics

  • Turn-Based System: A timer-based turn manager creates urgency without limiting player agency.

  • Physics-Based Shooting: Mouse-aimed projectiles affected by gravity and wind.

  • Destructible Environments: Explosions dynamically alter walls, floors, and cover.

  • Multiplayer Readability: Color-coded UI differentiates players and health states.

  • Game Feel Enhancements: Screen shake, and sound effects reinforce impact and feedback.

Core Mechanics

  • Turn-Based System: A timer-based turn manager creates urgency without limiting player agency.

  • Physics-Based Shooting: Mouse-aimed projectiles affected by gravity and wind.

  • Destructible Environments: Explosions dynamically alter walls, floors, and cover.

  • Multiplayer Readability: Color-coded UI differentiates players and health states.

  • Game Feel Enhancements: Screen shake, and sound effects reinforce impact and feedback.

Process

The project followed a multi-stage, iterative development approach.

  • Iterative prototyping: The game was developed in two main versions—an initial bare-bones prototype to test core mechanics, followed by a refined version focused on balance and polish.

  • Peer feedback: Regular playtesting with peers informed adjustments to pacing, clarity, and overall experience

  • Game feel integration: Visual and audio feedback such as screen shake, and explosion sounds were added to reinforce impact and improve moment-to-moment interaction

This process helped transform a rough mechanical concept into a more controlled and readable multiplayer experience.

Process

The project followed a multi-stage, iterative development approach.

  • Iterative prototyping: The game was developed in two main versions—an initial bare-bones prototype to test core mechanics, followed by a refined version focused on balance and polish.

  • Peer feedback: Regular playtesting with peers informed adjustments to pacing, clarity, and overall experience

  • Game feel integration: Visual and audio feedback such as screen shake, and explosion sounds were added to reinforce impact and improve moment-to-moment interaction

This process helped transform a rough mechanical concept into a more controlled and readable multiplayer experience.

Tools Stack

Outcome & Learnings

The final prototype delivered a functional and engaging turn-based experience built around precision and strategy.

Key learnings:

  • Visual communication is essential when managing multiple dynamic systems.

  • Physics-driven mechanics require strong feedback to remain readable.

  • Destructible environments add depth but must be carefully balanced.

The project established a solid foundation for future expansion, such as power-ups, varied projectiles, or additional level layouts.

Outcome & Learnings

The final prototype delivered a functional and engaging turn-based experience built around precision and strategy.

Key learnings:

  • Visual communication is essential when managing multiple dynamic systems.

  • Physics-driven mechanics require strong feedback to remain readable.

  • Destructible environments add depth but must be carefully balanced.

The project established a solid foundation for future expansion, such as power-ups, varied projectiles, or additional level layouts.

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Rugare is a versatile digital designer based in Johannesburg South Africa, dedicated to crafting innovative and visually appealing digital experiences.

Email :

rvponde@gmail.com

Social :

Rugare is a versatile digital designer based in Johannesburg South Africa, dedicated to crafting innovative and visually appealing digital experiences.

Email :

rvponde@gmail.com

Social :