Purple
Design Process
Unity 3d prototype game


"Purple" is a prototype Unity 2D game without a defined theme, primarily focusing on mechanics and game flow. 
Play the game on Itch.io.




Core Statement: The game centers on an intense, level-based horror experience tailored for two primary audiences: horror enthusiasts who enjoy films and games, and indie game players seeking unique, innovative mechanics.

The core gameplay goal is to challenge players to make fast decisions under pressure, with shooting and survival forming the core of the player experience. My target player thrives on intensity and enjoys strategizing in environments where every choice matters. 

Main mechanic: Players navigate levels from a third-person perspective by creating one-time-use bridges to cross areas filled with enemies. Enemies attack when a bridge exists but ignore the player once it's destroyed, requiring players to balance speed and caution to progress. 




Research and Ideation:

I analyzed level-based horror games, noting that repeated deaths reduced fear over time. To counter this, I added unpredictable enemy attacks and evolving threats, using environmental design like color and layout to evoke tension and guide players effectively. 


Prototyping and Design Pillars:

With the target audience and experience goals in mind, I established three core design pillars:
  1. Decision-Making: Players must weigh speed against safety when creating and destroying bridges.
  2. Level-Based Progression: Each level becomes progressively harder, challenging players to adapt their strategies in familiar yet increasingly dangerous environments.
  3. Horror with Clarity: While evoking fear, the game should still provide clear guidance using color-coded cues to ensure smooth progression and avoid unnecessary frustration.





Playtesting and Feedback:
Through three rounds of playtesting, I refined key aspects of the game:
  1. Game Flow: Players liked the one-time-use bridge concept but found progression repetitive. I addressed this by varying enemy behaviors, adding surprise attacks, and introducing moving platforms for freshness.
  2. Color Guidance: A color-coded system clarified gameplay and enhanced the horror theme: red blocks for rest zones, purple for unstable platforms, and black for start and end points.
  3. Surprise Elements: An “empty map” ambush was especially effective, keeping players alert and breaking predictability. 



Iteration and Refinement:
Based on feedback, I iterated on key mechanics and added depth:
  • Game Flow Adjustments: I redesigned the levels to ensure that each level features unique terrain, enhancing the sense of freshness.
  • Shooting System: I modified the shooting mechanics by using lasers, as third-person shooting is much harder to control compared to first-person shooting. Lasers serve as a more precise alternative. 
  • Improved Controls: Movement and interaction systems were refined for smoother gameplay, ensuring that challenges arose from strategic decisions rather than clunky controls.