Become a Champion!

Summary: Educational game in a sports setting

Game Genre: Fighting/Sports simulator

Main mechanics: The player chooses a fighter, improves the fighter's characteristics and develops their skills by collecting punch cards in order to compete more effectively with opponents.

The main idea: A mixture of CCG and sports simulator genres that allows the player to follow the path of a champion from the very beginning, through training and numerous competitions straight to world fame.

Monetization: Players can purchase additional cards with fighters and cards with combat abilities/moves in the game

Status: Concept

The story behind the concept.


Initially, the concept of the idea of the game was invented and implemented a board card game at the training camp of the youth kickboxing team, so that children would study the theory of kickboxing in an exciting game format between training sessions.

The young athletes really liked this format of recreation. At the time, the mobile games market was not developed in Russia and this game concept failed to get a desired response. Today, tabletop card games are gaining more and more popularity on mobile platforms, and so does gamification, which makes the concept of the game relevant. This led to the idea of ​​creating a series of mobile card games on the themes of Olympic sports.


Our target audience are boys and girls aged 13, who are either already involved in boxing or who may become interested in this sport discipline via our game.


The mission of our game:

  1. In the game "Become a Champion!" we focus primarily on the players learning combinations and tactics that can help them in real competition.
  2. Our goal is to make a game (and later a series of games for different sports) where players can learn the theory of a given sport (boxing in the current example), learn the mechanics of movements, why and when they are applied. In sports schools, this is taught from books, but we believe gamification is a faster way to convey information to a modern athlete.
  3. Thanks to gamification, it will be much easier for players to remember the basic combinations of punches, blocks and defense, as well as to really understand how to achieve victory in boxing.
  4. Boxing as an Olympic and international sport is our initial focus.

Accelerated production cycle.

 

For the production of the game we use an existing engine which was developed for our previous games.

 

Also, in addition to the engine, a well-coordinated team with extensive experience and expertise will ensure a fast production cycle.


The quality of the game.


All members of our team are highly experienced in their respective fields and have an excellent understanding of the other processes involved in successful game development. This allows the team to optimize processes and resources during development while maintaining the high quality of the final product.

Game mechanics.
  • “Become a Champion!” is a game that takes the player to the youth section of boxing and allows them to develop from a beginner boxer to a world champion.
  • The player, together with their fighter, will go through all the stages and difficulties on the way to the championship belt, feeling the significance and variety of battle tactics, the importance of training and the delight of victories.

Core mechanics.

 
  • Unlike other CCGs, in our game the player doesn’t collect allies and weapons for his deck. They collect techniques that can be used in a boxing match.
  • During the battle, players alternately play punch and defense cards, trying to predict the actions of the enemy and break their strategy.
  • In addition to playing cards, the player can move their fighters around the field. Moving changes the direction of the punch.
  • The battle lasts the allotted number of moves, or until one of the fighters runs out of endurance (the main resource that is spent on attacking the enemy).
  • The fighter who landed the most punches, bypassing the opponent's block, wins the match.

 

Deckbuilding and cards.

 

  • Some training can improve existing moves by adding new properties to them or simply increasing their strength.
  • In each battle, the player can only take a certain number of moves. Therefore, the deck determines to some extent the tactics chosen by the fighter for the match.
  • Between rounds, if allowed by the rules of the competition, the player can change the deck to another pre-built one.

Card anatomy:


  • Cost: Determines the amount of endurance required to play the card.
  • Name: The name of the card.
  • Image: Illustrates the move.
  • Description: Describes the additional pros or cons of the move, if there are any.
  • Punch strength: Indicates the damage a fighter deals to an opponent's "fortitude" on hit.
  • Combo indicator: Determines the effectiveness of the card in certain situations.

Collection.

 

  • Learned moves can be found in the player's collection, as well as information about the characteristics of the fighter.
  • In the collection the player can make a deck of moves.

In-game currency.

 

  • The in-game currency is the experience points that the player receives for winning matches.
  • During training, the player can spend these points to further improve the move or choose one of the new improved moves.
  • If necessary, monetization can also be set up through the purchase of experience. 

 

Fighter types.

 

  • Each fighter, depending on the ratio of their characteristics, can be classified as either fast, strong, or endurant.
  • Each type has its own strengths and weaknesses, and each of them manifests itself differently at different stages of the career.
  • For example, endurant fighters will have a harder time at the beginning of their career, but later on, endurance will become an important advantage.
 

Training.

 
  • Between fights, the player character trains.
  • For training, the player selects one of the moves and its characteristics, which he wants to improve.
  • Some upgrades require multiple training sessions between different battles.
  • Also, instead of improving an existing punch/move, the player can choose to learn a new one. It is important for the player to balance between the variety of moves and their improvements.
  • The characteristics of the character improve themselves with the number of battles completed.


  • The game will feature both male and female characters: 6 male and 6 female. 2 fighters of each type.
  • Male and female characters will not be able to engage in combat with each other, but will participate in their own leagues with their gender.
  • When playing online, players will be able to play the same characters against each other.

Summary.

 

Our company plans to create a series of mobile card games on the theme of the main Olympic sports. This boxing game is the beginning of a series of games.

Made on
Tilda