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Come, Heroes!

TIMELINE
Jan 2019 - Mar 2020

TEAM
Seeun (Game Design & Art)
Seungheon (Programming)
Urim (Sound Design)
ROLE
Desgin (Mechanism, Level, Writing)
Art (Character, UI, Effect, Animation, Illustration, Environment)
TOOLS
Adobe CS
Spine
Unity

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Overview'Come, Heroes!' is a strategic defense mobile game where players take on the role of a falsely accused lord mistaken for a Demon King. To survive waves of invading heroes, players must strategically collect and set up traps, flipping the traditional hero-villain dynamic seen in most games. Instead of being the saviors, heroes become the relentless attackers, while the misunderstood lord fights to defend their domain.

This was my first experience developing a game, making it an invaluable journey of discovery and growth. Beyond designing the game’s aesthetics, I explored how strategic elements shape engagement and immersion. Witnessing the game evolve from concept to completion was both challenging and rewarding, reinforcing my passion for interactive storytelling.




INTRODUCTION

PrologueTo help users easily understand the story, a scroll-down webtoon-style prologue appears when the game is first launched, enhancing immersion.




CHARACTERISTIC

Battle Flow
The game is strongly characterized by strategic and clicker elements. Since the order of the heroes' appearance is a key to the strategy, players must check the hero wave in advance, predict the battle pattern, and place traps accordingly. Additionally, players attack heroes by directly clicking on traps to activate them, enhancing the tactile enjoyment suitable for a mobile platform. This design leads players to experience more intense and speedy gameplay.





CHARACTERISTIC

Battle SystemThe player becomes the Demon King who must defend the tower from the invading heroes(enemies). Different heroes(enemies) appear in each stage, climbing the tower toward the Demon King(player) on the top floor. The player must install traps and use skills in the tower to defeat the heroes, preventing them from reaching the top floor.







CHARACTERISTIC

BalanceEach trap has its own unique characteristics, and the player must strategically place traps according to the type of hero. Depending on the location of the traps, there is a correlation between the traps and the heroes, influenced by various variables such as range, property, ability, and characteristics. For example, in the illustration, elves can destroy traps hanging from the ceiling but cannot attack traps on the floor. This feature encourages players to use a variety of trap types rather than relying solely on strengthening one kind.






CHARACTERISTIC

Composition






ART

Character DesignThe main characters in the game consist of heroes with different concepts appearing in three chapters, and a blacksmith and a cat merchant who stand by the Demon King's side to assist him. Every hero has animations of 'walk, hurt, die, attack, and attack2.' Bosses in each chapter have about twice as many attack patterns and walking animations.

Sketch

Creation with Adobe illustrator

Animation with Spine









    















PLAYTESTING

Design Iteration
During Smilegate’s Open Beta Day, we conducted user testing to refine the gameplay experience. Several key insights emerged from player feedback, leading to significant design adjustments.



Players found that the idle-style trap activation, where traps triggered automatically near enemies, made combat feel less engaging and passive.

I redesigned trap activation to require player interaction, allowing traps to be triggered by touch. This change made battles feel more dynamic.

Some players noted that buttons blended too much with the background, making them difficult to distinguish.



To enhance visibility and usability, I added a white outline to key buttons, ensuring they stood out more clearly against the game environment.
Feedback indicated that Chapter 1 felt too easy, resulting in a lack of challenge and a less engaging early-game experience.


To create a more engaging difficulty curve, I increased heroes(enemy) numbers, making early-stage gameplay more compelling while maintaining a smooth progression.




VIDEO

Gameplay Video




REFLECTIONS

Final TakeawaysThis was my first time creating a game, and it was truly a project of exploration, learning, and experimentation. Working alongside a developer and a sound designer, I experienced the thrill of seeing my ideas come to life. It was both exciting and deeply rewarding, a process that pushed me to think beyond just design and consider the full player experience. What I Learned...

The importance of user feedback:
I assumed automated trap activation would feel intuitive, but player feedback revealed it made combat dull. This taught me the importance of closing the gap between design intent and actual user experience through iteration.


Designing UI for gameplay:
Game UI isn’t just about clarity. It must support player immersion and real-time decision-making. I learned to create intuitive, responsive UI that enhances gameplay without distraction.


Understanding game development:
From storytelling and mechanics to level design and art, I experienced the full game development process. Designing across multiple areas gave me a deeper understanding of how each element shapes the player experience.

Nice to see you here.