Starstruck was an interesting project to say the least, bringing up the distinct challenge of balancing a game that is completely based on the potential to be played infinitely. Handcrafting tile-sets for players to traverse, and keeping said tile-sets unique so a player could replay again and again without feeling like they've seen it all already, showed me just how important visual information is.

As both QA and designer, I was able to react to feedback quickly to alter the game, and found that by plotting density of hazards per level, and comparing it to player's qualms and frustrations during QA sessions, problems and answers were made incredibly obvious. Through this process the game was iterated innumerable times, but the end result was a high octane infinite runner that grabbed the attention of those who played it.

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