MASKONAUTS: CHAT'ATTACK
Steam| Turn any Twitch channel into a game level!
Steam| Turn any Twitch channel into a game level!
quanty bandit, September 2021 - September 2022
quanty bandit, September 2021 - September 2022
Maskonauts: Chat’Attack is a vertical shoot-’em-up powered by Twitch chat chaos.
Every message typed in chat — from text and emotes to emojis — appears live in the game.
Each Twitch channel becomes a procedurally generated level with its own boss, enemy combinations, and collectible items.
The number of viewers and the speed of chat activity dynamically scale the difficulty.
Certain emojis trigger in-game effects like buffs, gifts, or explosions (❤️, 🎁, 💣), while animal emojis become collectible pets.
I personally:
Designed the core gameplay — including shooting cooldowns and enemy behavior systems — with constant iteration to fine-tune balance.
Wrote all narrative content, from story and menu text to item descriptions and a retro-style instruction manual, in both French and English.
Created and animated 2D pixel art, including characters, ships, weapons, visual effects, and bosses, and integrated them into Unity while working within the constraints of procedural generation.
Published the game on Google Play and Steam, writing store descriptions and handling all visual, privacy, and content rating requirements.
Ran the marketing, including a Google Ads campaign and content creation for social media using GIFs and gameplay videos.
I also:
Composed a full original soundtrack using 1BITDRAGON: 14 tracks + 11 boss fight variants, all in modern chiptune style with seamless looping.
Designed and implemented all sound effects — menus, collectibles, weapons, maskopods, bosses — using Reaper.
Listen to the full soundtrack! 🎼
The track "GoGo Maskotio" in 1BITDRAGON
Mockup & Early Concepts
The first mockups included several features that were later modified or scrapped based on playtesting and stream integration:
HUD placement: Originally, key info was displayed on the screen borders. This quickly became unreadable during high-traffic streams, so the UI was reworked for better clarity and central visibility.
Bonus item behavior: Early versions had fast-moving bonuses flying across the screen. It felt chaotic and hard to track, so we switched to spawning bonuses from destructible blocks, in line with other collectibles — a more readable and rewarding mechanic.
Boss design evolution: Bosses started as logos with monster-like features. Over time, we flipped the concept: designing actual monsters that subtly incorporate branding elements, creating more character while still representing each Twitch channel or sponsor.