Go! Save the Queen!

Overview

Role: Lead Designer & Producer

Skills:
System Design
Level Design
Team Management
Pitching and Showcasing

Release Date: March 13, 2025

Genre: Escort Tower Defense

Platform: Steam

Description:
An army of ants is in search of a new queen! Command the ants with pheromone trails as they defend their “queen” from hordes of enemies, in this Escort Tower Defense Game

Overview of My Role

As the sole designer on Go! Save the Queen! I designed all aspects of the game, including Ants, Enemies, Queens, Obstacles, Bosses, Levels, and Environments. It was also my job to guide all team members, to make sure what they did was in line with the game’s vision, and to deal with all management. Furthermore, I also worked in-engine with the programmers to ensure all the game’s technical aspects worked properly.

System Design

System Design

When designing the systems for Go! Save the Queen! I first had to figure out what made an “escort tower defense” game, a tower defense game where the point you’re trying to protect is constantly moving and enemies can spawn from wherever. This led to a lot of additions to the systems that aren’t in a normal tower defense game.

Level Systems

For example, to make sure the game didn’t just feel like the same thing but in different shapes, more systems had to be added to the levels. This came in the form of obstacles and the queen pathing; obstacles are objects in the game that can do many things, attack the queen, buff ants and enemies, push things around, etc. Meanwhile, the queen’s path isn’t just a line the queen follows, it can stop the queen, speed her up, or even take her to spaces that normal enemies and units can’t go. Both of these combined have allowed the game to feel constantly interesting and unique.

Enemy Systems

Another example is when it comes to the enemies. Now enemies have the stats you would expect, damage, health, speed, special effects, etc. The main difference however is how they are designed, while the main goal of an enemy in traditional tower defense is to get by your defense, either with special perks or a lot of health, enemies in Go! Save the Queen! are designed to force the player’s attention somewhere.

Here is a look at the wasp enemy, it’s designed to be pretty weak, however, it’s only vulnerable when it is in its attack animation. This forces the player’s attention towards the queen as they must have something nearby when the wasp attacks.

Now here is a look at the bee. This one is designed to do the opposite of the wasp, forcing the player to look far away from the queen, as they can only be killed by destroying all the hives hidden in the world. Failing to do this will weaken your ants as bees will constantly drop honey on them, slowing them down.

Both of these designs are only possible due to the differences in this game from traditional tower defense, if the Queen didn’t move and the camera was stationary, both of these would be very easy to deal with and be points.

Level Design

Level Design

The job of level design in Go! Save the Queen! Is too not only make an enjoyable experience for the player but also simplify the added depth of the genre, as to not overwhelm them with differences from their traditional tower defense experience. This causes the level design to be quite difficult.

Enemy Spawns

In a normal tower defense game, spawning enemies is remarkably easy, you just have to decide how many enemies you want to spawn and when. In Go! Save the Queen! though, there is so much more to it. Spawning enemies willy-nilly, without proper telegraphing or not preparing the player, can cause such a frustrating and awful experience. If the queen goes to a new area, you can’t spawn too many enemies at once, otherwise, the player can’t get enough defense in time and gets unfairly punished; at the same time though, if the enemies are coming from one direction, or are funneled down a single path, you can spawn more; but you also have to keep in mind how much money the player will normally have, less money, fewer enemies, more money, more enemies. What I just described is less than a 3rd of what goes into one enemy spawn, in levels that tend to have more than 80 (excluding duplicates which can inflate the number well beyond 100).

The Story of the Level

Another part of level design is making sure it makes sense, that the player can tell what the queen can do, or at least isn’t completely lost when it does happen. For example, the first 5 levels of the game have you protecting a corgi, nothing special about it, just a corgi in a park. So when the player is protecting it, they should get a reason as to why the corgi stops, or why the corgi speeds up. For example, it should speed up in long stretches of nothing because dogs like to run or stop near a cake because dogs like eating. Stuff like this helps the player, not only understand what is happening but also helps let them focus on other aspects of the game they need to focus on, like enemies and obstacles.

Extras

Extras

During the production of Go! Save the Queen! I had to take on extra roles managing the team and showcasing the game to the world.

Team Management

While managing the team, it was my job to make sure that everything they did lined up with the game’s vision. Originally this was a huge problem, with all the differences between Go! Save the Queen! and other tower defense games, organization was a big deal. Our game has many documents; almost everything has an independent design brief, all in different levels of development, and then stuff like statistics, VFX, and SFX are kept in other documents apart from the design brief. Much of spring 2023 was spent making sure the filing for the game was as best as it could be and it worked. The system we came up with is pretty in-depth, but anything something could need is always linked in the macro, from the design briefs to the VFX and SFX lists.

Showcasing

During the development of Go! Save the Queen! I’ve been given many opportunities to show off the game. The first example of this is from back in December 2022, when Go! Save the Queen! was just a basic prototype and it was my job with my team to pitch the game to a group of industry professionals who would decide if the game would continue or never see the light of day. While the pitch is outdated in terms of design, I still think it’s a great watch.

It was also my honor to show off Go! Save the Queen! at the M+Dev conference when we were accepted to showcase in November 2023. It went great! and our game was loved so much that we returned for their bigger show in April, Midwest Gaming Classic.

Finally, I also wrote about my experiences designing Go! Save the Queen on GameDeveloper.com in December 2023 where it has become a featured blog. I also kept a blog up on this website for 2024 as development came to an end and you can read my postmortem if you want my full in-depth thoughts on the game as a whole.