Since we had already done The Game of Life 1 and The Game of Life Vacations, the challenge was to upgrade the visuals and gameplay, breaking some bias of the traditional board game.
GOALs
1) Give more choices to the player (new purple peg, to be able stay single, choose the peg to marry, family or career-focused, baby or pet) 2) Add collectables 3) Add new attribute mechanics
PROPERTY OF MARMALADE GAME STUDIO
As a classic board game with a large success around the world, The Game of Life 2 was the perfect opportunity to review everything the studio had done so far with the brand. The first thing that was stated was the fact that it was stuck in time, with very traditional views about life. So, the approach was to break this stigma and go for something that all players could relate with, with the addition of having more mechanics to explore.
The attribute system adds a new mechanic for the strategic player, where it is possible to choose which attribute to rise and be the "king" of them, adding surprise points at the end of the game.
Also, along the way, the player will be collecting puzzle pieces for actions done in each world. Each puzzle completed gives a new special item (vehicle, avatar, or character costume).
On the UI Design, physics was explored for the first time so that the frontend visuals may react to the player's actions, as well as the introduction of many animations throughout the flow, mainly on the World Selection and in game transitions.