Come, Heroes!
Jan 2019 - Mar 2020
Seeun (Game Design & Art)Seungheon (Programming)
Urim (Sound Design)
Desgin (Mechanism, Level, Writing)
Art (Character, UI, Effect, Animation, Illustration, Environment)
Adobe CS
Spine
Unity
Download APK 📥
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
CHARACTERISTIC
CHARACTERISTIC
CHARACTERISTIC
CHARACTERISTIC
Composition
ART
Animation with Spine
PLAYTESTING
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
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.