• Responsible for core design including story and world, block types, power-ups, victory conditions, social interactions, character interactions • Created GDD, feature specs, wireframes, performed paper playtesting • Designed and balanced 45 of initial 75 levels, including tutorial section • Mentored one writer/designer, delegating writing, design and balance of 30 levels • Created analytics strategy including all events and parameters to be sent • Designed additional block types to extend gameplay as part of update roadmap
Various special tile types exist, forcing players to make matches on top of, or beside them to remove them. These special tiles often tie into the level objectives, giving players a strong visual sense of progress beyond the UI indicators. Kiwi helps motivate players through fun animations as the player succeeds at making strong matches.
The tiles in the game are all themed after an element. By combining 4 in a row, a 3x3 intersection, or 5 tiles in a row, players earn level 1, 2 or 3 power tiles respectively. Once a power tile is earned, players can match it like a basic tile of that element, unleashing the power contained within. Each element has a different power, giving strategy as to which power to work towards, with power levels amplifying the size of the elemental power.
Players can use the map screen to chart their progress across the games levels, as well as the stars they've earned on each level, motivating them to return to master each level.
Each level contains a special item for Kiwi. Players will occasionally see a capsule drop into the level, at which point they must drop the capsule to one of the level exits, and clear the level successfully to earn the item for Kiwi. Items are required to bypass roadblocks on the map screen, motivating players to return to previous levels to earn missing items.
Items the player collects can be either toys, or costume pieces. These costumes and toys are occasionally used by Kiwi (and always immediately after unlocking) giving Kiwi a strong level of personality, with the amount of available interactions increasing as the players library of items increases.
Players can also change Kiwi's color by earning a paint splatter. These paint splatters act similar to item capsules, require the player to drop it to the bottom of the screen and complete the level to apply the new color. Players can reject color changes if desired to ensure Kiwi remains as aesthetically pleasing as possible.
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Kiwi & Me

A character driven puzzle game using Candy Crush style match-3 mechanics with a unique set of powers, focusing on the emotional connection between the player and a lost creature trying to find its mother

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Paul Nunes
Game Designer Toronto, Canada