No Time to West is a freemium mobile Rogue-like game for core players developed in two weeks for Gameloft Paris with a team of thirteen persons using the Unity 3D engine. I assumed the role of Lead Game Designer .
The goal is to collect as much treasures as possible in a minimum amount of time. The more the player collects, the more he can enhance his avatar with weapons and consumables for the next level. Killing enemies and combos bring additional time.
A competitive daily run mode is available with a same level generated everyday for all players. There is only one chance to do the best score. All players have the same equipment to do the level.
Gameloft Paris gave us the task to create a Rogue-like game on mobile devices in which the avatar can't die. Halfway of the production, we had an additional task: bringing a competitive aspect to the game. That's how the daily run mode was born.