Colour Bound
Description:
Colour Bound is a 2D arcade color based platformer.
Player takes control of one of various colored shapes, the Triangle, the Square & the Pentagon.
Players have to match the colors of the side of the shape with the incoming colored platforms by rotating the shape to the correct side.
Achievements:
Imagine cup local winner in Lebanon year 2015 & 2016
MVP received 20k+ downloads in total on Android and IOS
High ratings in stores - 4.7/5
Project details:
Engine: Unity
Language: C#
Genre: Platformer
Platforms: Android and IOS
Team size: 4 members
Development time: 1 year
Roles and contributions
Gameplay/concept design
UI/UX design
VFX
The three colour shapes
Core gameplay demonstrating the mechanics
(rotation and jumping) and collecting Orbs
Gameplay concept design
I designed the core gameplay which is platforming mixed with color matching using 3 mechanics that function on two buttons (mobile).
The player plays with one of three shapes, the Triangle, the Square and the Pentagon. The gameplay difficulty increases with each consequetive shape since a new coloured side is added.
The win condition of the player is to reach the end of the level by traversing on coloured platforms by jumping to land on a platform and/or rotating the shape to match the colour of the shape’s side and the platform.
Rotate mechanic: The colored shape rotates to the next color. The player can rotate infinitely.
Jump and double mechanic: The shape jumps once with a fixed velocity and twice if the player clicks the jump button again. The jump ability resets if the shape collides with a platform.
Feature design & VFX
I designed some of the features that the player interacts with.
Orbs: In game currency for the player to collect in each level by colliding with it.
Portal: Teleports the player on contact from point A to point B and resets the jump ability.
Magnet: Reverses the jump and gravity direction to the platform’s.
Colour Platforms: These platforms can be coloured (yellow, red, blue, green, pink) or white which is a safe colour to land on using any side of the shape.
Electric Platforms: Deadly platforms that kill the player immediately on contact.
Camera zoom: Invisible interactable feature that zooms in/out the camera to create unique unique scenarios by the level designer.
Checkpoint: Saves the player’s progress in a level in case the player loses. Making the gameplay easier for a casual audience.
Orbs
Portal
Electric platform
Square straight Magnet
Square angled Magnet
Triangle angled Magnet
Camera zoom in/out
Checkpoint revive
UI/UX & VFX
I worked on designing most of the UI and worked on onboarding the player to teach the mechanics and feature of the game.
Examples of the UI I designed and implemented are:
Level complete canvas
Onboarding in level 1
Onboarding in Level hub area
Play Level canvas (1st side)
Play level canvas (2nd side)
Skin reward canvas
Free shards canvas - Rewarded video
Achievements menu canvas
Achievements uncompleted
Achievements completed and the reward is to be claimed
Achievements completed and reward is claimed
Customization menu canvas
Shop menu (skins) canvas
Shop menu (in game currency) canvas
How to play canvas
Color blind mode canvas
Whitebox version screenshots
Gameplay footage