Dice Jam
Description:
Dice Jam is a hyper casual puzzle mobile game in which players merge dice together to clear a level. Players must do so infront of a set of challenges that form an obstacle to their goal.
*The game served as a prototype to be tested by Voodoo.
Project details:
Language: C#
Engine: Unity
Genre: Hyper casual, puzzle
Developer: Sanity Illicit
Platforms: Android & IOS
Team size: 2
Development time: 1.5 months
Roles and contributions
Gameplay design
Level design
Programming
Gameplay design
I was the dedicated gameplay designer, responsible for designing and implementing the core design.
Design goals
Create a simple clear gameplay objective for the player that can be understood by people of all ages.
Teach/guide the player the mechanics and features.
Create a satisfying gameplay experience to insure player retention.
Core mechanics and features
Dice merging: The main mechanic of the game is to collide two dice of the same numeral value which merges them into a singular dice with a numeral value greater by 1.
Dice sliding: The dice can only be moved in a linear fasion by swiping horizontally/vertically. The dice keep moving in that direction until they collide with an obstacle/feature.
Portal: Transports the dice to a connected portal. upon exiting the portal the dice maintain its momentum.
Pipe: Holds a number of dice within it. By default it spawns 1 dice and when the player moves this dice then the pipe spawns another one until it depletes of dice and then the pipe disappears.
Obstacle: A simple cube that cannot be moved and it stops the dice upon collision. It takes up space in the level and cannot be destroyed or moved.
Slide mechanic & dice merge mechanic
Pipe feature
Portal feature
Obstacle feature
Level design
I was also tasked with level design. The game designed to have sublevels in each level. This is to prolong the gameplay time and smoothout the progression.
Design goals
Each level should have a gameplay time of 1-2m.
Gradually increase the difficulty.
Introduce new features progressively.
Create enough levels to reach 30m of gameplay. I created 40 total levels create.
Difficulty progression:
Every 5 levels the grid size increase by 1 horizontally then 5 level later vertically and so on.
New features are introduced.
Features are thrown into the mix together.
Programming
I was respoonsible to create the entire game from scratch. One particular interesting aspect I worked on was using scriptable object to ease level design.
The scriptable object holds all the information to create a level.
Number of moves available.
Completion rewards.
Size of the grid.
Background color.
Gameplay elements on the grid.
Level scriptable object
Gameplay video