A 2D Hyper Casual Game

Tricky Way

Game Overview

  • Concept:

    The ‘Tricky Way’ name suggests a difficult path. A board having different shapes of wooden blocks fixed. The wooden blocks could rotate in either direction. The player's challenge is finding a way for the ball through the wooden blocks to get inside the hole at the bottom.

  • Objective:

    A player will have limited balls and at least one ball should enter the hole. Use hints to solve the Puzzle. Unlock harder puzzles by completing each level. With level Progression, new skins for Ball, Board, and Blocks would be unlocked.

  • Genre:

    Hyper Casual

  • Sub Genre:

    Puzzle

  • Target Audience:

    20-40+

  • Orientation:

    Portrait

  • Theme:

    Wooden

  • Mechanics:

    Tap and Drag to rotate

  • Difficulty:

    Difficulty would increase gradually with levels

  • Obstacles:

    Time limit,

    Limited Number of balls,

    Metal Spikes

  • Score:

    Based on players’ performance and how quickly a player could solve the puzzle, they would receive Stars and Score. They could buy hints using tickets.

  • Daily Reward:

    Tickets

Level Breakdown

  • Level 1-5

    Difficulty- easy - easy - easy - easy - Medium

    Rewards- Stars and scores based on their performance

  • Level 6-10

    Difficulty- Medium - Medium - Medium hard - Medium Hard - Hard

    Rewards-Stars and scores based on their performance

  • Level 11-15

    Difficulty- Hard - Hard - Very hard - Very Hard - Expert

    Rewards- Stars and scores based on their performance

User Flow

  • The user flow describes how a user navigates inside the game, including all of the steps they take from the point of entrance to the last interaction.

Ideation

  • Brainstorming, sketching out ideas and planning the layout of the game before moving on to Digital Wireframes

Digital Wireframes

  • I came up with the first designs for the game after multiple iterations based on the feedback I received on the design.

Mechanics List

  • Prototype Stage

    Tap

    Drag to Rotate

  • Mid Stage

    Particle effect

    Score system: Time-based

    Level Completion animation

    Level Failed animation

    Missed Ball Animation

    Time out Animation

    Base UI

    Stars

  • MVP Stage

    Tickets

    UI Animations

    Leaderboard

    Hints

    Audio Integration

    Skins

    Other animations and polishing

Wow Moments

  • Effects on missed ball

  • Effects on less time left

  • Effects on when Balls falls into the court

Refining the Design

  • Mockups

    A few design problems were discovered after the initial mockup assets were incorporated into Unity software, and players’ input on the game was obtained. I focused on the game's enjoyment element and enhanced its appearance and feel in response to user feedback. To make the game even more entertaining and difficult, I added metal spikes as obstacles and keys as collectibles.

  • Replace Object

    Under this power-up, players can use keys or watch an advertisement to select and swap out a wooden shape for another.

  • Remove Spikes

    With this power-up, players can temporarily remove Metal Spikes from wooden blocks and the board by using keys or watching advertising.

Refined Mockups

  • Presenting the Final appearance of the game

Game Art Style

  • Font Family

    Carter One

  • Color Palette

Game Assets

  • I used tools like Illustrator and Figma to build the game elements based on the wooden theme.

Playable Link

Integrated in Unity Software.

Refining and Polishing is in Progress.

Tricky Way

Future Scope

  • Game Play

    Adding new levels with rigid blocks, Change in the placement of goal post

    New game modes- Festive season, Special puzzles and offers during the festivals

  • Monetization

    Theme customization

    Ad-Free Experience

  • Assets

    Block Skins

    Board Skins

    Ball Skins

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