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DIVINE REFLECTION

Divine Reflection is an exciting hypercasual game where you must save the planet by destroying invaders using cannonballs and reflective blocks!

Use your tactics and instincts to place reflective blocks inside the shield and shoot your cannonball onto them to direct your shots.

I closely collaborated with the developer to design, document, prototype, and implement critical features and game content under strict constraints and deadlines.

  • Engine: Unity

  • Team: 2

  • Role: Game Designer, Level Designer

  • Duration: 2 months

  • Release: Playstore

OVERVIEW

The project aimed to create a physics-based shooter game centered on precision in timing and angles. It challenged players to achieve high scores while facing time constraints and relentless enemies.

DESIGN PILLARS
  • Maintain a consistent core mechanic across all levels while adjusting variables to increase difficulty progressively.

  • Ensure enemy spawning points are strategically placed to prevent overcrowding within the limited space.

  • Incorporate an interactive tutorial level to familiarize players with the gameplay mechanics and controls.

INSPIRATIONS AND RESEARCH
  • The game took its cues from an initial prototype centered around Euler angles, and later drew influence from the classic 'Space Invaders'.

  • The game's storyline revolves around an imaginative scenario where Earth comes under attack from UFOs.

  • In addition, the aesthetics and style were influenced by a range of nostalgic flash and arcade games.

  • The environment is designed in a 2.5D format, blending 2D graphics with 3D models sourced from the royalty-free platform Google Poly.

HIGHLIGHTS
LEVEL DESIGN 
  • L1: In this level, you'll find the usual circular boundary, but with a single target on the outer edge that moves along the circumference. Your task is to strategically place blocks and launch the ball to ensure it hits the moving target without missing.

  • You'll have a slightly increased number of preset blocks and the option to add more at the expense of points.

  • The timer will allow you five minutes to aim for the target. After this time, if the target remains unhit, the orbit will progressively close in on the shield every 30 seconds. This signals a danger phase for the player, who must swiftly aim for the target. If the orbit makes contact with the shield, the game will conclude.

Level 1
  • L2: In this level, you'll encounter the usual circular boundary, but with multiple fixed targets placed along the exterior. Your task is to strategically place blocks and launch the ball to ensure it hits these moving targets without missing.

  • You'll have the advantage of multiple balls, increasing your chances of hitting the targets successfully. However, be cautious as the targets will be replaced by static spaceships equipped with shooting capabilities.

  • You'll also notice an increment in the number of preset blocks, and you'll have the option to add more at the expense of points.

  • Once the initial timeframe of 3 minutes elapses, the spaceships will commence firing. Remember, the central Earth cannot be hit. After eliminating one spaceship, a new block can regenerate.

  • The timer initiates after striking one target, and you'll need to aim for all within the allotted time frame. Additionally, be aware that the playing area will shrink after a specified duration, and any shots from the ships towards the boundary will gradually reduce its health.

Level 2
  • L3: In this level, you'll find the familiar circular boundary, but this time with multiple dynamic ships moving along its exterior. You'll be provided with a predetermined number of targets, but you have the option to add more. Keep in mind, this choice will impact your score as the objective is to use the minimum number of blocks to hit the targets effectively.

  • You'll notice a slight increase in the number of preset blocks, and you'll have the option to augment them at the expense of points. Once the allotted 5-minute timeframe concludes, the ships will commence firing. Remember, the central Earth cannot be targeted. After neutralizing one ship, a new block can regenerate.

  • The timer initiates after striking one target, and you'll need to aim for all within the specified time frame. Additionally, please be aware that the playing area will shrink after a designated duration, and any shots from the ships towards the boundary will gradually diminish its health.

Level 4
  • L4: This level serves as a direct progression, presenting a heightened challenge compared to level 3. Now, there will be three orbits in motion. The outer and inner orbits will rotate, while the central one remains stationary.

  • You'll receive a predetermined number of targets, with the option to supplement them. Bear in mind, this choice will influence your score, as the objective is to use the minimum number of blocks to hit the targets effectively. You'll also notice a slight augmentation in the number of preset blocks. You have the flexibility to increase them, albeit at the expense of points.

  • Once the allocated 5-minute timeframe elapses, the ships will commence firing. Remember, the central Earth cannot be targeted. After neutralizing one ship, a new block can regenerate. However, unlike the previous level, the orbits won't converge at set intervals. Instead, the frequency of orbit shooting will escalate. For example, after one minute, the innermost orbit's ships will initiate firing. After two minutes, the second orbit's ships will join in, and so forth.

  • Keep in mind, the playable area will diminish after a specific duration, and any shots from the ships towards the boundary will gradually deplete its health.

Level 5
  • L5: This level maintains a thematic continuity, but introduces a more challenging and time-intensive gameplay style. Players will now have a 10-minute window to endeavor to obliterate the targets/spaceships.

  • Here, the game will incorporate randomized elements from earlier levels. Initially, a single orbit with two targets will appear. Upon their destruction, another orbit will materialize at a greater distance, featuring a shooting ship alongside a solitary target, and so forth. 

  • This mode will function akin to a time attack, granting players the autonomy to amass maximum points within the 10-minute span by annihilating as many targets/ships as possible. It essentially amalgamates elements from preceding levels to engender an engaging and time-demanding experience.

  • Additionally, external factors will come into play, such as intermittent asteroid showers descending from top to bottom, potentially dismantling the blocks. Therefore, players must exercise vigilance and strategically place the blocks. Importantly, these asteroids will exclusively impact the blocks situated within the shield's boundary and will not affect the ships/targets in the orbits.

Level 3

Problem

Given the complexity of the game, a standard tutorial demonstrating basic controls might not suffice for players to grasp the game fully. How can we guarantee that players have a thorough enough understanding of the game to progress through levels without encountering significant difficulties?

Solution

  • Implement a dynamic and interactive tutorial level that is a mandatory play for the player, allowing them to revisit it from the menu as often as required.

  • Ensure the tutorial is structured as a step-by-step process, requiring the player to execute each action before advancing to the next stage.

Tutorial
  •  A structured, step-by-step tutorial allows players to familiarize themselves with the game mechanics gradually. This reduces the learning curve and enhances the overall onboarding experience for new players.

  • By making the tutorial level interactive, players are actively involved in the learning process. This hands-on approach increases engagement and encourages players to invest more time in understanding the game mechanics.

  •  A well-designed tutorial helps prevent player frustration by guiding them through essential actions and explaining key concepts. This reduces the likelihood of players getting stuck or feeling overwhelmed, leading to a more enjoyable gaming experience.

  •  Players who receive proper guidance through a tutorial are more likely to understand the game mechanics and feel confident in their abilities. This increased competence can lead to higher levels of player satisfaction and retention.

  •  Allowing players to revisit the tutorial from the menu ensures accessibility for those who may need a refresher or missed certain concepts during their initial playthrough. This flexibility accommodates different learning styles and preferences.

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