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Role: Game Designer / Developer
Tools: Unity, C#

Game Overview

Mooli Love Duckwing is a 2D platformer puzzle game where players control a water-dwelling creature named Mooli, who must retrieve duck wings on land and return to water within a strict time limit.

 

As the sole designer, I created the core concept and implemented progressive game systems that reflect time-based stress, spatial logic, and moment-to-moment decision making.

Core Mechanic Design

  • Introduced a dual-time pressure system: 20-second survival limit + enemy-triggered chase timers.

  • Designed unique utility elements like Time Refresh Water, Teleporting Pipes, and Bounce Traps to expand gameplay within fixed constraints.

Level Design

  • Created 10 levels, each introducing one new feature to
    build player mastery:  e.g., map rotation, teleport puzzles, enemy chases, and night mode.

  • Emphasized teachable moments, visual guidance, and intentional misdirection to test comprehension and reaction.

Design Process

Overview

Mooli Love Duckwing started as a small prototype for a time-limited 2D platformer. I wanted to design a game where players feel constant pressure from a countdown, yet still enjoy creative and exploratory level design. The core mechanic came from this simple question:
“What if you could only survive on land for 20 seconds?”

Concept & Inspiration

My early inspirations included:

Doodle Jump – single-input vertical jumping gave me ideas for bounce-focused movement.

Super Mario – its obstacle-based progression helped me shape level flow.

Celeste / Hollow Knight – taught me about responsive physics and player skill expression.

Real-life sports – like shuttle runs and return swimming, gave me the idea of time-limited, back-and-forth movement.

I imagined a fish-like creature (Mooli) who has to leave water, grab a duck wing, and return within 20 seconds. This survival constraint became the backbone of all gameplay.

Early Prototype

The first version had:

5 tutorial levels

2 obstacles (spikes & saws)

1 moving platform

A single goal: eat the duck wing and return safely.

Players were introduced to mechanics one by one, with a slow difficulty ramp. I paid attention to:

Death reasons (e.g., time ran out, hit a trap)

Path choices and shortcuts

Clarity of feedback when failing

Expanding Mechanics

To push beyond the prototype, I designed new features to increase variety and depth:

  1. Time Refresh Water
    → Extends the 20-second survival window and makes longer levels possible.

  2. Bouncetraps
    → Adds vertical mobility and allows precision jump challenges.

  3. Teleport Pipes + Switches
    → Adds spatial puzzles. Some pipes only work after hitting a button.

  4. Platform & Map Rotation
    → Requires players to re-interpret geometry and adapt mid-run.

  5. Enemy AI: The Parrot
    → Adds a second countdown mechanic. If the parrot escapes, you fail.

  6. Night Mode
    → Limits vision to increase tension and memory-based movement.

All of these are introduced level by level in a “one feature at a time” design structure, inspired by Nintendo-style level pacing.

Level Design Process

For each level, I followed this loop:

  1. Introduce a new mechanic in a safe space

  2. Test the player’s understanding in a low-stakes puzzle

  3. Challenge them in a high-risk setup

  4. Combine the new mechanic with old ones

Example:

  • Level 6 introduces a pipe puzzle that looks solvable but requires using a switch.

  • Level 7 teaches switch logic, then subverts it by changing what the button controls.

  • Level 10 combines everything (parrot, dark mode, pipes, and alternate paths) in a final “exam level.”

level1
level2
level7
level3
level8_flip
level4
level8
level5
level9
level6
level10_Night

Iteration & Testing

Throughout the process, I adjusted:

  • Jump height (was too floaty in early builds)

  • Animation speed (to make Mooli feel “springy”)

  • Collision accuracy (saws/spikes killing players in midair was unfair)

  • Sound effect volume (was too sharp during failure)

Player feedback also led me to add:

  • Start menu tutorial interaction

  • Level selection screen

  • “Level complete” animation of Mooli returning to water

Design Thinking & Analytics

I approached this project not just as a game, but as a system:

I planned analytic tracking for: time per level, failure points, bounce usage, switch success.

I designed level pacing based on data patterns: if most players die before reaching the wing, the route may be unclear.

What I Learned

Through this project, I improved my ability to:

Design modular mechanics that interact well with each other

Structure progressive levels that teach and challenge players

Balance tension and fun in a time-limited setting

Think from a player perspective and use data for iteration

I also developed confidence in Unity scripting and solo production under constraint.

Link to Play
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