MERGE EAT!
2D Mobile Game
OVERVIEW
Merge Eat! is a puzzle 2D mobile game in which the player needs to merge 2 identical items to upgrade
them and reach the objectives on the top of the screen. When all objectives are complete and the
board is cleared, the player gets to the next level.
As a side quest, the player can use coins earned during the puzzle phase to decorate different cozy
scenes.




BRIEF
Design a 2D merge game targeting middle-aged women (estimated target of games like Candy Crush).
GAME LOOP
As Merge Eat!'s goal was to be a casual puzzle game, the core game loop was very straight forward. The player will go through each levels and earn coins that they could use in an optional mini-game (not specified in core loop) to customize cozy scenarios.
LEVEL MAKING & BALANCING
As the core gameplay was quick to implement, the challenge lied into level-making. The game had to be
both casual and challenging and required many testing and iterations.
I created a document on which were set up as scripts to have a broad vision of all levels.
Then I created a table in which all levels were entered and made people from other prototyping teams
play each level. I asked to write down for each level the amount of trials before winning, and
stated that a difficult level was a level needing on average more than 10 trials to
complete.
I then followed several resources found online regarding balancing puzzle games, and set the flow of
levels so it would alternate between easy and difficult levels. Only first levels were all easy to
serve as a tutorial for players.
PLAYTESTS
Alongside our UX/UI designer, I hosted internal playtests in which I asked players to play our
prototype with both the UX designer and I watching them play. We would write down any oral reactions
("This is so hard", "What should I do now?", "That was easy"...) as well as non-verbal feedbacks
(hesitating, skipping tutorial steps...).
Players were chosen depending on their gaming background and affinities to stay close to our
target.
Results were centered in a folder with positive and negative feedbacks, alongside first-hand
solutions and iteration ideas for negative feedbacks.
The first playtests would arrive around 1 month after starting our prototype and we would do up to 1
or 2 playtests a month during the following 2 months of development until release.
Excerpt of playtests results for Merge Eat! :