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.


Year:

2018

Collaborators:

Rugare Ponde

Industry:

Game Design & Development

Role:

Game Designer, Developer, UI/UX Designer

Client:

University of the Witwatersrand

Project Duration:

2 weeks

Project Cover Image

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.

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.

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.

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.

More Projects

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

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