MUSHBUG WARS
OVERVIEW
A meta-fictional tower defense game where you assume the role of a Quality Assurance (QA) Tester.
The Setting
Inside a glitch-ridden fantasy prototype. The game world is broken, and it's your job to fix it while surviving.
Objective
- Defend against waves of enemies.
- Identify & Report bugs that alter physics and logic.
Play Now
Gallery
DESIGN DETAILS
1. The Design Challenge
In Mushbug Wars, the core narrative revolves around "game testing." The player acts as a tester who must report glitches to save the game world.
How do we turn the abstract, boring concept of "software debugging" into a fun, mechanically deep gameplay loop?
I designed a meta-system where "Bugs" are gameplay modifiers. Instead of looking at code, players observe anomalous behaviors (e.g., "Why are coins bouncing?") and use a keyword system to deduce the cause.
2. System Architecture
To support this, I needed a flexible system. "Bugs" had to essentially "attach" themselves to any part of the game (Movement, Physics, Economy) without breaking the core code permanently.
I used a Factory Pattern structure. This allows new Bug Types to be created as independent data assets, keeping the main game code clean.
3. The Interaction Logic
I designed a "Fuzzy Match" algorithm for the reporting system. This means the player doesn't need to be 100% perfect.
If a player sees a bug and guesses "Physics" and "Coin", the system calculates a match score.
-
1 Input AnalysisPlayer submits keywords.
-
2 ScoringSystem checks overlap with all active bugs. (e.g., 2/3 keywords match = 66%)
-
3 OutputIf score > 60%, the bug is fixed!
Result
- ▶ For the Player: They felt "smart" diagnosing invisible bugs based purely on behavior, like a real detective.
- ▶ For Development: This architecture let us add 30+ unique bugs in the final week without breaking the game.