Space Drill was developed in 2 weeks. During this two week project, our goal was to put our game in the Google play store during the first week to get feedback that we would use during the second week. I mainly worked as Level Designer and also as Game Designer.

Level Designer : Work with randomness in mind

For Space Drill, we needed as many levels as possible, but also the possibility to work on them if needed, so we took the decision to create handmade levels. We also had to work on the levels without too much randomness contrary to our inspiration: Patchinko. We kept the patchinko's falling aspect, with specials effects to change the drill's direction, to add randomness. We made levels with solutions, to offset the impact of luck.

When the second week came, with some feedback, we had to reworked levels, in addition to creating new ones. We rearranged the order to make a smooth learning curve for the levels. One challenge was to rework certain levels, to make them fun, and not just a puzzle, in other words, we added randomness as part of the solution. This was a bit strange but not as much as I had thought, levels became more fun to play, even if the player didn't always win.

Game Designer : Designing a "Puzzle-Random"

Our main goal was to keep the player interested in our game, so we needed mechanics or elements to achive this goal. Since we made a puzzle game inspired by patchinko, we created elements that would interact with the drill. Some to add randomness, and some to push the undertsanding of the level. These elements were used as central parts for the Level Design.

We used them according to the difficulty curve but we were trying to find a good balances between randomness and understanding. To keep the players interested, even if they had finished a level, we created a scoring system. The players had to collect all the scoring elements in the level to get the gold medal. This system relied more on the understanding part of the game, but provided some replayability.

What I learned from it

This was a good experience on the mobile game format, where feedback came quickly and we had to responded to them. It also made me understand that luck isn't a bad thing but it became one more tool to use under our controls, Game Designer.

The Team