A 2D Hyper Casual Game
Tricky Way
Game Overview
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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.
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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.
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Genre:
Hyper Casual
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Sub Genre:
Puzzle
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Target Audience:
20-40+
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Orientation:
Portrait
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Theme:
Wooden
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Mechanics:
Tap and Drag to rotate
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Difficulty:
Difficulty would increase gradually with levels
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Obstacles:
Time limit,
Limited Number of balls,
Metal Spikes
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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.
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Daily Reward:
Tickets
Level Breakdown
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Level 1-5
Difficulty- easy - easy - easy - easy - Medium
Rewards- Stars and scores based on their performance
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Level 6-10
Difficulty- Medium - Medium - Medium hard - Medium Hard - Hard
Rewards-Stars and scores based on their performance
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Level 11-15
Difficulty- Hard - Hard - Very hard - Very Hard - Expert
Rewards- Stars and scores based on their performance
User Flow
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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
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Brainstorming, sketching out ideas and planning the layout of the game before moving on to Digital Wireframes
Digital Wireframes
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I came up with the first designs for the game after multiple iterations based on the feedback I received on the design.
Mechanics List
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Prototype Stage
Tap
Drag to Rotate
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Mid Stage
Particle effect
Score system: Time-based
Level Completion animation
Level Failed animation
Missed Ball Animation
Time out Animation
Base UI
Stars
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MVP Stage
Tickets
UI Animations
Leaderboard
Hints
Audio Integration
Skins
Other animations and polishing
Wow Moments
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Effects on missed ball
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Effects on less time left
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Effects on when Balls falls into the court
Refining the Design
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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.
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Replace Object
Under this power-up, players can use keys or watch an advertisement to select and swap out a wooden shape for another.
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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
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Presenting the Final appearance of the game
Game Art Style
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Font Family
Carter One
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Color Palette
Game Assets
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I used tools like Illustrator and Figma to build the game elements based on the wooden theme.
Future Scope
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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
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Monetization
Theme customization
Ad-Free Experience
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Assets
Block Skins
Board Skins
Ball Skins