Diamond Run (3D)
App Store Release
Journey through a mysterious environment to successfully place the remaining diamonds in the holes before reaching the end of the level. Will you be the first to beat all the levels?
Role:
- Programmed features using Javascript
- Designed and manually crafted all levels
- Documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Created assets using Blender
- Designed and manually crafted all levels
- Documented and recorded all playtesting sessions, integrating feedback into design.
- Implemented visual effects
- Integrated UI
- Created assets using Blender
Design Process:
In addition to expanding on my design skills, I look at "Diamond Run" as the project that helped me focus on my ability to polish. This was the last Hyper-Casual game I created in which there were 2 controls (tap and swipe). While the response was as expected (still somewhat confusing considering the simplicity of the overall aesthetic and genre) I improved in my ability to communicate a purpose. Because the player had to swipe to move, I tried to make it clear by using three distinct lanes, indicating that the player can move side to side. I attempted to demonstrate to the player that they must also tap to place their diamond in the holes and with much iteration it never became crystal clear. To completely resolve that, I made an introduction level that quickly shows the player that they must tap to place the diamond.
Like "Fittin", this was once again a somewhat flawed concept but I am proud of the progress I have made and the juiciness and polishing I applied to this project. I am especially proud of the "Fever" mechanic I implemented in which the player goes into a fast and powerful mode for a brief moment after they have succeeded placing diamonds. I represented the build-up of the Fever with a meter on the side that slowly builds up. When the meter is full, the diamonds separate into three diamonds, covering all lanes, prompting the player to simply tap to place as opposed to swiping and tapping. The meter slowly depletes and, when empty, the player is returned to normal mode.
Like "Fittin", this was once again a somewhat flawed concept but I am proud of the progress I have made and the juiciness and polishing I applied to this project. I am especially proud of the "Fever" mechanic I implemented in which the player goes into a fast and powerful mode for a brief moment after they have succeeded placing diamonds. I represented the build-up of the Fever with a meter on the side that slowly builds up. When the meter is full, the diamonds separate into three diamonds, covering all lanes, prompting the player to simply tap to place as opposed to swiping and tapping. The meter slowly depletes and, when empty, the player is returned to normal mode.