Magic And Meowhem
As the witch’s cat, puzzle your way through her house and wreak havoc as revenge for being abandoned.
- Team Size: 13
- Duration: 6 weeks (20h / week)
- Engine: Unity
Introduction

Magic And Meowhem is a mobile puzzle game inspired by Lara Croft Go and developed by a team of students from The Game Assembly Malmö.
Since this game was a mobile game, it puts a lot of focus on optimization. Readability became a bigger concern and method of input became a new and fun challenge. My primary focus was with the UI and UX.
Contributions
UI
Following our reference game “Lara Croft Go” I designed a 3D main menu. Since most menus are only in 2D it means users are less likely to be familiar with using such a UI. I consequentially spent a lot of time making it as intuitive and interactive as possible.
Pressing the centered item will result in a corresponding action like “Play” or “Options” which are written below. Scrolling through the objects will snap to the closest item and center it. Scrolling less than once will however snap you to the item towards the direction swiped. Scrolling several snaps to the one closest. Clicking the items towards the sides will scroll once to center the pressed item.


Collectibles
Thanks to Unity it was easy to create a ray case based on click. The collected state is only saved down to a file after completing a given level. When collected it will fade in on the HUD then vanish. It can always be seen on the left of the HUD when expanded to keep it clean in game and minimize clutter. Collectibles grabbed from previous play sessions will also show as collected on the HUD. They will however generate collectibles without particle effects to distinguish between collected versus non-collected collectibles.


Reflection
Since I had never really worked with user experience before I made shore to constantly seek feedback on feel and intuitiveness There was a lot of trial and error with sizing and values like open speed, fading speed and rotation sensitivity.
