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Line Slider

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Dev Info

Roles: Level Designer, QA tester 

Company: MassDiGi

Software Used: Unity, Excel 

Duration: September 2019-December 2019

Game Info

Genre: Sidescrolling Platformer

Platform: IOS, Android (Formerly)

Project Status: Launched 

My Contributions

  • Design new levels

  • Rebalanced older levels based on Data and feedback from users.

  • Made the Fall 2019 Update Trailer 

  • Playtesting and bug reporting

  • Created a level retention plan, focused on adjusting levels based on player data ​​

Level Design Process

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Example 1: 

To 100% our levels, you must collect all paint drops. These are placed in patterns that teach the player necessary skills. In this example, players learn the drawing motion with the ground underneath. The next time they have to draw this same motion, it's over a pit. 

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Example 2: 

Here is a more general example of a Line Slider level. The player has rest periods before they are given two paths. The path with the droplets is more difficult because they are more rewarding. To collect the paintbrush, the player must also think critically, as they won't be able to lead their character there fast enough with a path; instead, they'll need to remove their finger from the screen. What is used to 100% this level will be more important in later levels. 

Post Mortem

This is Line Slider's Post Mortem from Fall 2019. In this, I established a level retention plan, as well as analyzed the data from our updates launched during that season. 

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