Don't Drop the Bass

3D physics-based, local couch wars game made in Unity about slapping a fish. Released on Steam.

Main Promo


Trailer

General Info
  • Developer:

RadishBox

Description

“Gone are the days of imagining you and your friends as fit duck-men slapping a bass with wooden boards. Now, it’s still impossible, but with Don’t Drop the Bass, you are a step closer. Cooperate and keep the bass in the air for as long as possible or compete to become the bass emperor in this local multiplayer sports game where up to four players can participate."

Game Modes
  • Co-op mode (1-4 players): Everyone tries to keep the bass in the air and at the center of the stage for as long as lives hold out. Random stage events take place, with increasing difficulty and eventually overlapping.
  • Roulette Versus mode (2-4 players): Every player keeps the bass in the air during their turn and attacks during other’s. Items and powerups help players get to the bass or stop other players from doing so.
  • Slap Versus mode (2-4 players): Whoever slaps the bass the most inside their area during a limited amount of time, wins. Items and powerups are also used here.
Features
  • Configurable match settings
  • Unlockable hats & “basses”!
  • Compete against other’s scores and climb through the Steam Leaderboard ranks!
  • Random events on Coop!
  • Items & Powerups on Versus!
  • Full controller and keyboard support
  • State-of-the-art fish slapping physics!

Coop

Roles & Tasks

I worked on this game with my artist friend Pablo Mendizabal (You can check more of his amazing work here). We developed the concept, came up with the mechanics, planned & managed the development and release via Steam.

Being a part of a two-man team, I occuppied different roles with varying tasks from concept creation to delivering the final product:

  • Game design:

Came up with core game mechanics and expanding around them. Prototype testing and game balancing.

  • Project management:

Used Trello as a kanban board to organize and delegate tasks.

  • Software engineering:

Designed and developed the game architecture. Managed version control with Git+Bitbucket. Planned and carried out tests.

  • Gameplay, UI and shader programming:

Developed designed game mechanics. Programmed the technical solution based on the designed architecture. Coded high and low level behaviours. Co-designed and programmed the UI. Coded surface shaders. Integrated the Steamworks API inside Unity.

  • Audio:

Produced background music with FLStudio. Programmed music and sfx behaviours in-game.

  • Marketing:

Helped stablish social media and generate promotional content. Mounted the game and studio’s landing page website. Organized press coverage and beta/public key distributions.

Some additional links regarding this game:

Dance