Ghostbusters GO
Or GO-stbusters, if you will.
I studied briefly at ICAN in Paris for a Master’s degree in Game Design, from September 2023 to December 2023.
Unfortunately, I had to stop because I couldn’t find an apprenticeship.
During these 3 months, I worked on a single project : a transposition of a popular IP in the GO formula, developed by Square Enix Montrealm for Hitman GO, Lara Croft GO and finally Deus Ex GO.
The GO formula
GO games, as designed by Sqaure Enix Montreal, follow these base principles :
- A grid based deplacement system : the units move from node to node if they are connected.
- Turn-based deplacement system : the units move one unit per turn.
- A turn precedence : the player moves first then the enemies/terrain.
- A destination based victory condition : the player must reach a target node to win the level.
IP selection
We needed an recognizable and adaptable IP.
At first we thought of :
- Spirited Away
- Plague Tale : Requiem
- Arsène Lupin
- GhostBusters
The team ended up with the last 2 ideas. GhostBusters was the more recognizable IP and Lupin had too many adaptations which varied too much too settle on a distinct visual identity.
GhostBusters it is !
Concept
In order to leverage the best elements of the GhostBusters IP, we decided to make the player take part in a ghost hunt.
- Ghost are invisible and move on the grid following a pattern.
- If the player meets a ghost on the same tile, the player loses.
- The player has a slot in which he carries a ghost trap. He can part with it to set and arm it on a tile.
- If a ghost meet the trap on a tile, it is captured. The trap is now closed.
- Objects are placed on some tiles. These objects react to the ghost when they are on the same tile. They exist to give information to the player and for him to guess the ghost‘s movement pattern.