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Lunar

Prototype

and

Testing

If your Curious on the

Code - Github

Lunar is a mobile based game (hence the portrait 9:16 view). Where moons randomly spawn on the perimeter and each time you touch the center they move in one place. 

 

You can move each outer moon once a turn to move it closer to the center or further away. The aim is to go through the stages of the moon, with each successful run multiplying scores.

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It's aimed at being a pretty chill game, so not overly complex and slow (as you control the pace in which it moves in).

Main Funtionality

Using Multi-dimensional arrays to keep track of each row around the center moon and then you can loop through these arrays to find out each positions current state to see if it can spawn a new moon or if it's free for the player to move a different moon into it. 

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I also used a similar method as in "Order Up" to detect the users touch inputs when moving the moons.

Current Issues

I initially had it set up with 4 stages in each row but this really slowed down the flow of the game, to a none enjoyable level. Reducing it to 3 slightly helped but something was still not right.

I felt the gameplay was still to slow, with the player spending more time moving moons back and back and back and back and back and back and I think you get the picture. 

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Therefore I thought to speed things the moons could be quarter version of the moon and  you built each phase of the moon gradually.

This meant I could have similar pieces like the left half of the new moon and crescent moon being the same for each moon so you stood a higher chance of completing one of them. 

The same for the gibbous and full moon.

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Below you can see some of the redesign elements I was referring to. The issue with this now, is I feel the screen looks very cluttered? Removing the stars was an attempt to help with this, but I still fell it looks wrong.

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