top of page

Casual game 
Beyond recall

Description

Casual mini-game designed for a science exhibition. The theme of the exhibition is pattern.

A superficially simple memory drawing game. Players need to memorise some patterns and then draw according to the memory. However, unlike normal memory games, the more you remember, don't mean the higher the score. Players need to find the pattern of scoring in order to pass the level. The game is set in 3 difficulty levels.

Teammates: Christina Irakleous, Fanny Erkhammar

Supervisor: Maarten Lamers

The English paper can be viewed by clicking on the paper icon below.

The game code can be downloaded by clicking on the star icon (the game requires a host to play, contact me for the host rules if you are interested).

Battle Journal

  1. Discuss and design the core gameplay with group members and come up with a game plot.

  2. Numerically design the scoring rules for the memory game and design the scoring rules for different levels of difficulty.

  3. Write the game code using Processing.

  4. Conduct multiple pre-tests and adjust the code based on feedback.




     

Description

Description

Description

Description

Description

Feedback

In this game project, I was mainly responsible for the programming and also worked as a designer. The core gameplay of the game is very simple, unconventional memory game drawing. Players get points when they can memorise the general shape of the pattern, but their score decreases when they memorise a lot of details. We wanted to make players realise the importance of remembering the main points rather than the minor details.

This is the first time I have collaborated with others on making a game. The teammates I worked with were lovely, and we had a great time working together. However, we had some issues planning the production process and didn't leave enough time for pre-testing. I was still working on the bugs the morning the exhibition started.

The game was played by over a hundred people in the end. Before the exhibition started, we were worried that the game wouldn't be interesting enough, and that players would think we were trying to teach them a lesson instead of letting them experience it. Luckily, our worries didn't come true. Every player enjoyed themselves and there were so many players who successfully challenged all the difficulties. Watching the smiles on the players' faces, their frustrated faces when they were stuck, and their interactions with their friends while playing the game, I felt like I was having "that moment". That was the moment I am hooked on game-making (borrowing the famous line from "Haikyu!!"). I began to experience the joy of being a game maker.

Another lesson I learnt from this project is that pre-testing is essential. Also, when developing a game production process, leave enough time for bug fixes.

bottom of page