Asteroid Fury

 

Note: This footage has been cut and edited for a streamlined viewing to explore the gameplay.

Solo Project (3 Months)

Google Play store link: Asteroid Fury

Itch.io link: Asteroid Fury Itch.io

Overview: Asteroid Fury is an arcade mobile game, the aim of the game is to rotate a paddle around the planet deflecting asteroids and using power ups to your advantage.

Aim: The aim of this project was to target the arcade hardcore/casual player base, implement unity ads for the first time, improve UX/UI design while releasing an app to the play store.


 
 

Case Study

UX/UI Problem: I previously released another mobile game with a similar theme and art style, that game was called “Orb Warp”. Coming into the development of Asteroid Fury (Originally called “Orb Warp 2”) I fell into the trap of basing my initial prototypes art style off this previous game.

Below are screenshots of initial prototype.

  • Regarding both of these screenshots they contained flat colours which made reading the main menu and gameplay elements difficult.

  • While within the Main Menu (Left Image) the buttons didn’t explain anything to non-English speakers/readers, as they weren’t recognizable due to a lack of icons.


UX/UI Solution: After identifying the problem I explored contrasting colours and researched into creating readable UI and gameplay elements.

The below in-game screenshots and gif comparisons (prototype vs final product) contain a small explanation underneath each image regarding the problem and solution.

Problem: Buttons aren’t readable to non-English speakers/readers, colours are flat and Font spacing isn’t wide enough.

Solution: Buttons have Icons resembling where they navigate, Font is digestible with it’s spacing, Colours are contrasting.

Problem: Flat colours, gameplay elements disappear into the background causing difficulty in visually reading the game.

Solution: Contrasting Colours, gameplay elements are easier to visually digest and identify what’s going on.

Problem: Too much text, colours were flat and jarringly inconsistent, didn’t explain level of the upgrades.

Solution: Tightening up the necessary text, contrasting colours, shown level of upgrade, home icon added for Main Menu.

UX/UI Results:

  • I wouldn’t say the end result is amazing but it did become a more user friendly experience after exploring contrasting colours and readable 2D icon/gameplay elements.

  • Going forward into future projects I’ll be focusing on how I can produce readability through colours and icons before using text where necessary.


Overall:

What went well:

  • I accomplished the aim of the project that I had set out to complete

  • Finished the game within the set time frame I intended (this required relaxing my expectations on what I could achieve by myself)

  • Learnt better workflows for implementing 2d art assets, audio and code structures.

  • Strengthened my knowledge of Photoshop and Unity.

Future Improvements:

  • Future projects I plan to include a lot more time for polishing, exploring UI and economy progression early on in the designs.

  • I need to think about marketing/growing a audience, rather then waiting for once the game is released.

  • Above point includes forming better habits of sharing work in progress, or interesting work I’ve done.