BLUB BLUB BUBBLE -- 布拉布拉泡泡
在 Global Game Jam 2025,纽约大学站点荣获最佳游戏设计奖!
2025 年GGJ的主题是“Bubble”。考虑到泡泡的特性——轻巧且易破——我们决定创作一款能够表现吹泡泡体验的游戏。于是,在《布拉布拉泡泡》中你需要对着麦克风吹气来移动气泡避开障碍并到达更高的区域,并努力获得高分。要小心别让气泡破裂——避开贝壳并保持其气泡不会过大或过小。
Won Best Game Design at NYU Global Game Jam 2025!
CONTROL 控制
LMB – 启动麦克风
对着已启动的麦克风吹气 – 与气泡互动
当玩家对着已启动的麦克风吹气时,会出现两种情况。鼠标代表游戏中的气泡管。首先,如果鼠标悬停在气泡上,气泡就会膨胀。其次,如果鼠标没有悬停在气泡上,气流将影响气泡的移动。
LMB – Activate microphone
Blow at the activated microphone – Interact with the bubble
When the player blows into the activated microphone, two scenarios can occur. The mouse represents the bubble tube in the game. First, if the mouse is hovering over the bubble, the bubble will expand. Second, if the mouse is not hovering over the bubble, the airflow will influence the bubble’s movement.
GAME DESIGN 游戏设计
我参加过多次 Game Jam 活动,并注意到在作品展示环节中,玩家试玩每一款游戏的时间都非常有限。在这种情况下,游戏规则必须足够简单,能够在几秒钟内被理解。在这种场合下,拥有独特输入方式的游戏往往更容易吸引玩家的注意。因此,我希望在游戏中加入一种特殊的输入方式,比如使用麦克风。幸运的是,“气泡(bubbles)”这个主题与我的想法非常契合。同时,游戏中的排行榜系统也很好地调动了现场玩家的积极性。
游戏玩法虽然简单,但保持了一种微妙的平衡:气泡既不能太大也不能太小,否则就会破裂。较小的气泡更容易穿过狭窄的空间,但上升速度更快,操控难度也更高;相反,较大的气泡上升较慢,却无法通过狭窄的缝隙。玩家需要通过自己的操作精细地控制气泡的大小,才能走得更远。我非常高兴这个想法最终在现场获得了站点的最佳设计奖。
I have participated in several Game Jam events and noticed that during the showcase, players only have a limited time to try each game. In this scenario, the game rules should be simple and easy to grasp within seconds. Games with unique input methods often attract more attention in such settings. Therefore, I wanted to incorporate a special input method, such as a microphone. Fortunately, the theme of “bubbles” fits my idea perfectly. Also, the ranking system in the game works well to mobilize the enthusiasm of players at the site.
The gameplay is simple yet maintains a delicate balance: the bubble cannot be too large or too small, or it will pop. A smaller bubble can navigate tight spaces more easily but rises faster, making it harder to control. On the other hand, a larger bubble rises more slowly but cannot pass through narrow gaps. Players must carefully manage the bubble’s size through their actions to go further.
I am so glad this idea got the best design award at the site.
TEAMWORK 合作
作为团队负责人,我根据每位成员的技能分配了相应的开发任务。以我搭建的 Unity 框架为基础,我建立了一套高度精简、高效的开发流程。在有限的时间内,我们完成了游戏项目的策划、执行、实现与调试,确保项目顺利完成。
As the team leader, I assigned development tasks to each member based on their skills. Using my Unity framework as a foundation, I established a highly streamlined development pipeline. Within the limited time, we planned, executed, implemented, and debugged our game project to ensure its completion.
Mark Zhu – 程序开发、游戏设计 Programming, game design
Shawn Xia – 程序开发、游戏设计 Programming, game design
Ruiqi Zhang – 程序开发 Programming
Wei Cai – 程序开发、UI 设计 Programming, UI design
Audrey Guo – 2D 美术 / 动画、游戏手感设计 2D art/animation, game feel
背景音乐 Background music: Lionel Wendling