🧠Brainstorming

I started coming up with ideas after gathering the necessary facts from research. I decided on a brainstorming session:

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I felt that a complex mechanic could have work individually, but not holistically given the nature of the already established dynamics. Many of the ideas that were put out were shaped by the concept of simplicity. Also based on my experience as a developer, I consider that simple usually works best, given that great designed experience is not define by a very well crafted mechanic but by a well design system of interactions of simple components.

Following with the Brainstorming,I filtered the ideas depending on several factors:

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The final ideas were two, Throwing Diddy and Explosive Pull

🐒Exploring Mechanic Idea : Throwing Diddy

The first thing that came to mind was Kong being able to throw Diddy. I was aware that in previous games you could throw your partner vertically, but the mechanic itself was pretty dull and lacked much depth, so I gave it some thought.

Note: K stands for “Kong” and D ”Diddy”

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