Can you believe this game started as a PVE game? I actively contributed to a big design pivot where we changed the game completely to make it PVP. This meant adding a whole state machine system where everything was accounted for. A game consisted of several rounds. Each round, players would have one turn where they could make two moves. Making moves would kill enemy cats and award score to the player. The player with the most score at the end of all the rounds, wins! :)
A game isnt really a game if there’s no animations! With the help of artists and technical artists, I got the chance to integrate a lot of different animations to our game. On top of the two moves per turn the player could do, they could also use items. Every new item had its own animation and I got to implement many of them. I also added flashy feedback that would show on screen when the player would gather enough score. Finally, a fan favorite feature, the extra move! Every match of 4+ cats would award them with an extra move during their turn. The chance to see the pretty animation that accompanied the feature was more than enough to keep players coming back ;)
One of the last features I work on was a card collecting feature. It was our way to boost retention in our users. Players would get card packs in different events. Card packs could have any number of cards in them but they all opened with a flashy animation. We also had a collections screen where the player could see the different albums, sets and cards he collected. Every card was also accompanied by lore. This feature was 100% server driven, meaning that the assets for the cards and the state of a user’s collection with his collected/uncollected and seen/unseen cards came from server calls.