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.

  1. Number of moves available.

  2. Completion rewards.

  3. Size of the grid.

  4. Background color.

  5. Gameplay elements on the grid.

Level scriptable object

Gameplay video

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