Gameplay Section with Examples Involving Existing Details
1. Core Gameplay Loop
The core gameplay loop has been mentioned throughout this project, it is one of the most crucial things that needs to be considered in all games. The reason for this is because it drives player engagement, retention and learning.
Explanation:
Throughout my physical sketchbook I’ve constantly revisited the core game loop. I feel there is no correct way of wording it but I do believe there should be certain things included. For example, I believe that the actions included in the gameplay loop should be essential to the experience, i.e. without these actions the gameplay wouldn’t work, so certain mechanics that aren’t crucial to the players progression shouldn’t be included. Here is the core game loop of Doctor Water:

Here is a breakdown of each section
- Start Mission – this involves the player entering the initial level
- Explore Level – this refers to the player having to navigate and progress to the next section in front-on perspective
- Switch Perspective – this involves the player entering a new area and having to change perspective from front-on perspective to birds-eye perspective.
- Solve puzzle – this the final section in the level where the player has to undertake the last “puzzle” in birds-eye view
- Conclude mission – this refers to the player exiting the final section after completing the level
- Progress and claim reward – slightly different this section is the motion of the player either moving forward in the map to the next level or the process of moving to a new area and unlocking a new weapon
Example with in-game context:
- Londinium: The player enters the level and has to explore and complete preparation tasks before entering the next area where they get automatically switched to birds-eye perspective. From this point they will have to complete the final puzzle, if they fail they restart the level but if they complete it they will proceed back to the map. They then will progress and if they have progressed to a new area they will unlock a new weapon.
2. Core Resource Loop
Explanation:
I wasn’t entirely accurate with my core gameplay loop as I wasn’t including one of the main mechanics, water as a resource, this is because it has its own loop. Similar to the core gameplay loop the resource loop just refers to how the player will manage the finite and crucial resource of water across the game. This reinforces the player to think strategically and manage their resources. Here is the core resource loop for Doctor Water:

- Fill Water Up
- Use Water to Explore
- Monitor Water Levels
- Complete puzzle with remaining Water
Example of this playing out in-game:
- The player would fill up their water at the start of every level. This water would then be used to explore in front of perspective, for example in Nefarun, the player has to put out heating machines with their water abilities (Slingshot) within a certain time limit and cant progress until this is done. After they have completed the front-on perspective section they then must monitor their water levels, if they don’t have enough water to continue they must restart and think of a more efficient way of the fires but if they have enough water they will then progress to the main puzzle section. In this final section they can use their remaining water to use against the enemies to slow them down to assist with and make it easier to complete the level. This will get repeated in the next level.
3. Balancing Difficulty
Each area within Doctor Water has its own unique environmental hazards, puzzles, mechanics and weapons. So, the game has to assist the players in understanding these new game features. Here’s how Doctor Water balances this:
- Londinium – Each level gives a tutorial on how to use the water sword to activate things throughout the level, i.e. how to activate panels that are out of reach, or how to push enemies back.
- Nefarun – Makes things a bit more difficult due to the sandstorms and having to clear areas, however, with a slingshot it makes things easier for the player to reach things further away and ensure that no enemy can come close
- Bayonara – features the most complex weapon throughout the game but the player is given tutorials and hints at when and how to use the fishing rod throughout the levels. It is versatile so can achieve numerous different things
- Andemara – Has the easiest weapon and more requires time management and focusing on strategic thinking. It requires the player being aware of falling icicles and collapsing platforms
4. Unique Gameplay Features
To stand out from other titles in the genre I’ve added some unique features to Doctor Water. These include dynamic environmental hazards, weapons and tools.
Weapons and tools:
- Londinium has a unique water themed sword, this is to fit the cultural history of the inspiration London, which is mainly used to push enemies back to focus on puzzles
- Nefarun has a slingshot which isn’t seen often within games, this weapon is used to interact with things at a distance
- Bayonaras weapon is a fishing rod that fits the fishing town theme has a multi-function use of hooking objects, pulling water walls up from the ground and triggering levers
- Andemera has a snow launcher which can be used to temporarily freeze enemies, freeze objects and block paths
5. Core Water crisis issues
- Each area has their own associated environmental challenges to solve based on real world reasons for the water crisis. Here are the issues that each area addresses:
- Londinium: Focuses on aging water systems and miss-management of water in more developed countries
- Nefarun: Focuses on the prevalent issues in the middle east and africa with desertification and the major issue of the water wars from the building of a mega-damn that threatens water security for people downstream
- Bayonara: Focuses on the major issues in countries within Asia such as pollution of freshwater sources and the issue of major droughts causing river beds to fully dry up
- Andemara: This covers one of the major issues the world will have to face, which is the issue of what happens when glaciers have completely melted and there’s no fresh water coming from the alp, andes and other glaciers around the world.
6. Audio and Visual Integration
The audio and visual side of my game helps to fully immerse the players into experiencing these major issues in an engaging and educational way.
Visual Design –
- Each area has their own aesthetic which represents the areas which are affected by that particular issue.
- Londinium is a city layout with rusty pipes as floors which is meant to highlight the issue of aging water infrastructure in cities
- Nefarun is a desert like landscape with a colour scheme that mimics that of desert trees and desert regions that is meant to highlight the issue of desertification in hotter climate regions
- Baynoara is designed with the same architecture as a lot of Southeastern Asian countries fishing towns with the use of local boat designs and wood planks to highlight the major issues they are facing with droughts
- Andemara changes things up by being surrounded by water with caves full of icicles and being surrounded by snowy mountain tops, but is meant to show the upcoming issues of rapidly melting of glaciers around the world
Audio Design –
- Each soundtrack inspiration is clearly laid out in the Sound section as well as sound effects for the weapons. This is to try and immerse the players within the region as much as possible. Audio cues such as desert winds, icy winds, busy city sounds will also help to make the player understand where they are.