A puzzle game where you use post-it notes to change the color of an origami frog
6 Weeks (Prompt: "Any Colour You Like")
ABOUT THE GAME
Creating a relaxed experience.
At its core, I wanted Paper Ponds to be a zen game that one could play to help with falling asleep at night.
Design decisions were made to support this purpose - such as the lack of a lose-condition to remove any sense of urgency and planning the UX around mobile controls for easy accessibility.
Testing and tuning difficulty.
Because of the lack of a lose-condition, my first puzzles were designed with only one very precise solution.
Testing proved that this design was far too hard for players. With this in mind, I lowered the overall complexity of the levels and increased leniency by giving each level multiple solutions.
Iterating - from conception to physical to digital.
One of the key parts of not only this assignment but the Principles of Game Design class as a whole was the concept of iteration. A game is never truly finished, and in order to cement this concept into our heads, the class was formatted so that our final assignment was a highly iterated version of one of our older projects.
Paper Ponds was originally conceived for my fourth assignment, which was to make a puzzle game around the theme "Any Colour You Like". Among the three concepts required for us to make, Paper Ponds stuck out to me as the most interesting idea of the bunch.
In order to prove that this idea had potential, we had to make a physical prototype to test, which worked wonderfully with the paper aesthetic of the game. Because of the game's success from the physical prototype, I took it into the midterm, where a more refined physical prototype was required. This prototype had to then be completely converted to a digital version, where we had to test and iterate based off of the testing.
Soothing flute with soft & minimal percussion.