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EGGY PARTY - PROCESS
Overview
As a Map Design Intern on Eggy Party, it was my goal to make casual, relevant levels while pushing the limits of Eggy Workshop. I constantly experimented with new ideas, striving to make contained experiences and show off a rapidly evolving editor.
Levels
I approached each level I made for Eggy differently, starting with a prototype for a core concept to fit an event theme (horror, Halloween, back-to-school, etc.) and developing player beats with that concept in mind.
After submitting a proposal with outlined beats and references, I created environments and setups to fit planned beats, then playtested multiple times before release.
Dungeon Eggy showcased the Eggy skill and item systems, and was inspired by “Jaquaysing the dungeon“: multiple sublevels, alternate paths, and secret areas, with hubs for players to reorient themselves. Several areas are recontextualized once completed.
The Eggsorcists maps emphasized lighting, enemy encounters, and a few eye-catching views, with Eggsorcists - Ghosts! featuring more verticality, varied traversal, and cover blocking the player’s view.
Bookshelves making up the level geo create ambushes, multiple “floors“ players can reach with ladders, and corners for occlusion and traversal.
Enemies hide in shadowed or occluded areas, and players are driven to retreat once they enter line-of-sight. All enemy types were built around this retreat heuristic, including devils with homing arrows and exploding runner zombies meant to flush the player.
Combat
Dungeon Eggy followed a few rules of thumb for encounters:
Each of the 6 enemy types is introduced in isolation, then combined with others later.
Enemy speed and health are inversely proportional.
The more specialized the enemy, the more its XP payout/the rarer its item drops.
Enemies can only target one player at a time.
Each section of the map (top floor, main floor, aqueduct) only has 3 enemy types, with set “habitats“ for each type (such as Undines in the aqueduct).
Eggsorcists - Ghosts! has a different logic:
All enemies encourage movement.
Enemies are introduced individually, then grouped in 2-type setups with standard and high-threat enemies. Reaching the high-threat enemies first is harder, but worth it.
Standard Ghosts + ranged Devils with homing attacks
Ghosts + exploding Zombies
Higher-priority/higher-threat enemies have consistent counts and health regardless of player count, while the standard ghosts scale with player count.
Encounters punctuate the level as ambushes, but with few total enemies
Using Eggy’s skill and special effects editors, I crafted abilities with punchy visual feedback.
In Dungeon Eggy, each skill has its own utility (lifesteal, knockback, AOE etc.) and particle systems + SFX to afford it.
I added combat tech for more experienced players (given the popularity of Hype Arena, Eggy’s MOBA mode):
In Dungeon Eggy, chaining the abilities Garnish -> Munchies -> Upset Stomach works as an effective combo, especially with a wall nearby. It applies several debuffs, keeping enemies in place for the AOE finisher (Upset Stomach).
In Eggsorcists, tapping the proton pack button will deal damage faster, but with less targeting control. Holding the button deals gradual damage, which compounds with several players on one target.
Promotion
I used Eggy’s Screenshot Mode to take thumbnails and screenshots for Discord promotion.
Following map release, I made posts on TikTok, Discord, and Instagram.
Short-form trailers with a consistently visible map code, catchy background music, and bright thumbnails got considerable traction, especially on TikTok.
A cadence of short videos throughout a weekend (1 per day) was consistently successful.