

Click to see the playable page
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
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Introduced a dual-time pressure system: 20-second survival limit + enemy-triggered chase timers.
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Designed unique utility elements like Time Refresh Water, Teleporting Pipes, and Bounce Traps to expand gameplay within fixed constraints.
Level Design
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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:
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Time Refresh Water
→ Extends the 20-second survival window and makes longer levels possible. -
Bouncetraps
→ Adds vertical mobility and allows precision jump challenges. -
Teleport Pipes + Switches
→ Adds spatial puzzles. Some pipes only work after hitting a button. -
Platform & Map Rotation
→ Requires players to re-interpret geometry and adapt mid-run. -
Enemy AI: The Parrot
→ Adds a second countdown mechanic. If the parrot escapes, you fail. -
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:
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Introduce a new mechanic in a safe space
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Test the player’s understanding in a low-stakes puzzle
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Challenge them in a high-risk setup
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Combine the new mechanic with old ones
Example:
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Level 6 introduces a pipe puzzle that looks solvable but requires using a switch.
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Level 7 teaches switch logic, then subverts it by changing what the button controls.
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Level 10 combines everything (parrot, dark mode, pipes, and alternate paths) in a final “exam level.”











Iteration & Testing
Throughout the process, I adjusted:
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Jump height (was too floaty in early builds)
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Animation speed (to make Mooli feel “springy”)
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Collision accuracy (saws/spikes killing players in midair was unfair)
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Sound effect volume (was too sharp during failure)
Player feedback also led me to add:
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Start menu tutorial interaction
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Level selection screen
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“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.