~/crowjii/projects/gacha-gacha-mayhem

GACHA GACHA MAYHEM

A pocket-sized gacha game about pulling weird little guys and selling them to even weirder collectors.

type
Mobile trading game
role
Game, character & UI design
platform
iOS · SwiftUI
status
In development
Gacha Gacha Mayhem cover: three phone screens showing the Machines list, a RARE!! pull of a hamster in a tiny hat, and a collector named Grandma Mabel, with hand-drawn black and white creatures around them.
fig.01Machines, the pull, and a picky collector: the whole loop in three screens.

overview

Gacha Gacha Mayhem is a mobile trading game where every capsule hides a wobbly, two-tone creature.

I designed the game loop, the 31-character cast and the interface around one idea: luck gets you a capsule, but smart play gets you rich. The art uses two inks, faces cut out of the shapes, and hand-made wobble on everything, and the UI borrows the same hand-cut look so the creatures stay the star.

In development for iOS.

the capsule crew

31 creatures, 3 machines, 2 inks. Every item in the game is a character, from a soggy french fry to a crown that rules by causing trouble. The brief: make players want to keep the junk.

Character design board titled The Capsule Crew, showing eight black and white creatures from Soggy Fry to Crown of Mayhem, each with rarity pips, above three design principles.
fig.02Eight of the 31, from Soggy Fry (common) to Crown of Mayhem (legendary).

design rules

designing the loop

The problem. The first prototype worked, but it got boring fast: pulling was pure luck and selling was a lookup table. The redesign had to give players real decisions without burying a light, silly game under menus.

The approach. Make every screen a small decision. Machines show what is left inside, collectors have tastes and moods, and the market changes daily, so knowing when to pull and who to sell to beats luck.

The look. The interface borrows everything from the creatures: hand-cut cards, brushy type, paper grain and zero color, so the art stays the star.

UI case study board titled Designing the Loop, showing five phone screens in order: pick a machine, read the odds, the pull, sell smart, and show off.
fig.03The loop in five screens.

the loop