

Click to see the playable page(Level1)
Genre: Narrative Puzzle Game / Virus Removal Simulation
Engine: Unity
Team Size: 3
My Role: Game Designer – responsible for gameplay systems, dialogue and customer design, sound design, and narrative structure.
Click to see the playthrough video(Level1)
Game Overview
TWDB is a casual but chaotic simulation game set in the year 2035.
You play as a freelance tech support worker on a virus-cleaning platform called The Web Dev Bar. Clients reach out to you with all sorts of digital troubles, and it’s your job to remove viruses, deal with bizarre pop-up puzzles, and keep your clients happy—all while juggling system memory, the attitude while chat with clients.
Core Gameplay
Each level in TWDB challenges the player to multitask under pressure.
The gameplay loop includes:
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Scanning and destroying hidden viruses across simulated desktop environments
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Solving real-time pop-up mini puzzle games
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Maintaining client satisfaction through dialogue tone choices that affect their patience
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Managing system memory to prevent overload and failure
Success requires balancing these simultaneous tasks with speed and strategy. Every customer has their own digital personality, desktop structure, and expectations—making each level feel fresh, unpredictable, and narrative.
Win Condition
Destory the virus
Fail Condition
Clients lost their patience
through conversation;
The computer shut down because of too many pop-ups

My Contributions
1. Core Gameplay Structure & Flow
I created the central mechanic of combining virus-hunting with multi-type pop-up mini-games. The idea was to simulate real-world multitasking pressure:
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Search for the virus
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Talk to the client
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Solve pop-up puzzles
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Manage memory overload
All of this happens at once—just like real tech support.
I defined two key failure conditions:
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The system crashes if memory overloads from too many pop-ups
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The customer leaves if patience drops to zero
Visualized gameplay graph

2. Pop-Up Puzzle
I designed 8+ types of virus pop-up puzzles, each with distinct interaction logic and distractions:

Text-based puzzle (can be closed simply by clicking "X")

Selection puzzle

Spot-the-difference puzzle

Whack-a-mole puzzle


Virus-escape puzzle (requires finding and clicking the moving virus)

Maze puzzle
Matching puzzle (Connect-the-pairs)

Drawing puzzle (player needs to draw an “X” with the mouse to close the popup)
3. Customer Narrative & Tone System
To make every level feel personal, I designed distinct customers with unique personalities and speaking styles. Each customer reacts differently to the player's dialogue tone.
Persona

Buk
A young man and…
nothing special.

Droid77
A graphic designer and hardcore gamer. He treasures his design files and, above all, his game saves.

Mia
A chatty, stubborn student panicking about her messy desktop and losing study files before a big exam.
Personality
Doesn’t like jokes; prefers to keep things serious.
Loves using emoji; very emotionally sensitive and easily gets upset.
Talks a lot, constantly rambles, and often goes off-topic (complains about teachers, homework, etc.)
Reason
N/A (tutorial level)
Needs to rescue his precious game saves
Needs access to her study materials
I used a multiple-choice dialogue system where the player must choose the right response tone. Picking the wrong one decreases customer patience and can lead to failure.
This structure was inspired by real customer service frustration scenarios, allowing humor, empathy, and tension.
6. Mechanic-Narrative Synergy
A big part of my design philosophy was making sure that every mechanic tells a story.
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Pop-ups = chaos
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Memory overload = burnout
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Customer dialogue = emotional challenge
Every action in TWDB is tied to both a functional mechanic and a symbolic story beat.
Link to play the prototype