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Vooroows

(It's a mix of Voodoo and Arrows, one of the worst word play I've ever done)

Contact

First of all, feel free to reach out by mail ([email protected]) or by phone directly (+ 33 7 60 98 02 77).
I would be more than happy to discuss about this assignment, and give some context about the project, my thought process and decision making.

Product decision

Since I've moved away from a timer-based game over system to a life-based one, I found that the game was less fun, because since I could just take my time and get some good scores.

Therefore, I implemented a time limit for each individual arrow, shorten based on the difficulty level.
I figured this made the most sense given the requirements.

I also added a streak system, as a separate ways of counting score, which (in additions of lives), gives the player an incentive of being correct rather than fast.

Design

As asked in the requirements, I've downloaded Duolingo and played with it before getting started.
It just feels right, animations are everywhere, but subtle enough not to distract you, the whole product has some strong design choices and consistency that makes it feel 'comfy'.

I won't lie, design is not my strong suit, and you'll see it by looking at the demo.
I've tried to match the requirements as closely as possible, given the timeframe, the time that I could allocate it, and my own design skills.

For instance, I've used system-provided assets (SF Symbols) and fonts, where we should probably have our own custom assets that makes our app feel uniq.
With more time, I could have digged around icon finder websites to get something fancier, but given the timeframe, this felt like a waste of time.

Anyway, I strongly think that a product designer, especially in a game environment, would be a very valuable position.
Of course, I'll always be happy to give some inputs on what can easily be done on iOS, or what can/should be improved in my opinion (see ideas below), but creating a whole new game brand from scratch is not in my skillset right now.

Ideas

I think that there's a lot to improve on what I've done.
I won't focus on the design (assets, fonts, colors...) here because I've already talked about it, so here are some ideas, on top of my head, in no particular order:

  • Increase the difficulty as the game goes on
  • Add an Extreme difficulty, with custom shapes (clockwise / anti clockwise, Z shape, etc.)
  • Draw a graph of your previous results overtime (as does Impulse)
  • Add some sounds in the gameplay
  • Add some fancy Rive or Lottie animations
  • Fix a glitch when past arrows are going below the header and making it blink