Dev Diaries: Candy Bunnies Project – Level Design

In this project, the game is designed to work on touch-input devices and web browsers (point-and-click) games. And initially it was targeted to primarily appeal to young girls between the ages of 5 to 10 years old, that was one part of the challenge/requirements of creating this prototype. But I think it should appeal for casual gamers as well for its puzzles.

Candy Bunnies is about bunnies that are trying to escape from the Evol Circus to get to the Happy Farm where the bunnies can live happily, as if they stay longer in the circus they turn evil. The bunnies go through a journey from the circus, to the city, to the forest and eventually they reach the Happy Farm.

This game is meant to emphasis how most circuses treat animals badly, it was a message I want to come across to young kids and the gamers in general.

It is a 2D puzzle game. The bunnies move on their own, players get to drag platform(s) to build a path for the bunnies to walk on to get to the goal of that level. In total there are 15 levels and 4 environments.

There are 2 main mechanics, 1)  when bunnies hit a wall they face, they walk the other way (flip direction), 2) when a bunny is on a dragable platform, timing your drag so the bunny falls to the lower platform is key. Also, there a sweet candies to be collected for extra points and make bunnies happy, and as a repulsive force there is the bad candy that is poisonous and it takes points away from the player’s score. Getting to a level’s goal adds points to the score and progresses to the next one. Getting into a cage will capture the bunny and he/she goes back to the circus.


This is a basic grid structure built on Unity to help in building/designing the levels.

The image below is of a basic level design.

Bunnies spawning point in white,

The dragable platform is in blue.

Sweet Candy is in yellow,

Fixed platforms in grey,

Goal is in green,

Cages is in red,

Obstacle is in purple, for the initial design of the game. A jumping mechanic was used in the game, but after testing it didn’t feel right to have it and it was later replaced by adding a trampoline platform that makes the bunnies jump.

This is a basic level design.

This is a basic level design.

Paper prototyping [1] Levels (1 - 10)

Paper prototyping [1] Levels (1 – 10)

Paper prototyping [2] Levels (11 - 15)

Paper prototyping [2] Levels (11 – 15)

In the final version of the game, some of the levels are slightly tweaked from the paper prototype. I am currently polishing up the game, so I will be publishing the browser based version soon.

This project has been put on hold, as I’m currently busy working on Nox Brain. I’ll get back to Candy Bunnies in the summer, polish it and publish it.



Cloud Prototype

Cloud, is an experimental game. It’s an emotion invoking game experience. You get to see a life of a cloud, in this reckless industrial world. Air pollution sourly mixes with the beautiful clouds. Players get swoosh the cloud in the sky using wind gusts to move it. They go through a heavy storm, trying to reach the lush green floating island, for a better place to live. They can revive the life of the dead, numb floating islands on their journey, as the cloud/player is making a change in the world or they can choose not to, and just head straight to their destination. The journey the players make can either be seen as triggering a memory, or a premonition, depending on their actions.

A sketch of the game's early design.

A sketch of the game’s early design.

The controls of this game are limited to mouse controls. Controlling the cloud movement is by clicking right/left mouse buttons to either move the cloud left or right by blowing wind that way.

The following images are screen shots of the game.

Start Menu Screen

Start Menu Screen



Start point is in this room [shown above]. Conveying the terrible condition of the “happy things” in life, the side of effects of industrialism. In particular rainbows and clouds, locked in a jar. And a dirty unhappy rainbow is out in the sky.

Control instructions are painted on the wall, “Scroll Mouse Wheel”.


By scrolling the mouse into the scene, the player gets up close and personal with the locked cloud.


– Camera pans to show the filthy industrial smoke in the air for a few seconds.
– Game instructions float in the scene.
– Open sky is ready to be explored by the player to escape the dirty air around the cloud.



– Cloud is sucked into the storm. They struggle to get out of the storm.
– An out of control broken plane is sucked into the storm as well.
– Cloud makes it through the heavy storm, into the serenity of the open sky, a bit closer to the islands. Soft music fades in.



– When the cloud is close to a lifeless island, it revives life back into it.
– Reaching the green lush island. The mellow music changes to a perky music.
– A vortex appears and pulls the cloud into it.

After getting pulled in the vortex, depending on the cloud’s (player’s) journey, the end will differ according to their actions.

The happy ending scene.

The happy ending scene, if they go out of their way to revive the islands. The back into the room, time has passed, and the cloud is noticeably brighter and bigger in the jar, as it’s been filled with hope for a better future. The journey they were in was premonition.


The sad ending scene, if the player travels the open sky selfishly without reviving the islands/without exploring. They’re back into the same room with the cloud withering and dying. As if the journey it was just in, was just a memory. And the players just triggered the memory by coming close it.

While playing in the open sky, I’ve added a subtle animation to the camera to reinforce the feeling of floating/feeling like a cloud. Soft movements.

That’s it for this post. =)


G12-iM Playable Online Edition

I figured I ought to release G12-iM on a web player. So, click on the image to launch the web player.

Note: You might be promoted to download the Unity Web Player plugin to your browser, if it wasn’t installed on your browser. 

Click me & Play

Click me & Play

I would prefer playing this game on the standalone version of it, which you can find on my Downloads page, but the web player doesn’t take away from the experience.

If you have any constructive criticism/thoughts regarding this game, please share them. =)



My latest game project is titled Heisenberg.

“It’s over. I WON!”

You play as the badass leader named Heisenberg, of a chemical substance operation, the blue crystal. It’s a game of resource management, broadening your influence throughout the territories to gain power and control over them, to distribute your product to thus expanding your empire. You have to push your competitors out of the territory and out of business, “All hail the king”.

Plot twist, this game is text based and menu driven.

Thus far, the game economy works on paper, it needs to be implemented via code into Unity. Microsoft Excel was used to get the proper numbers for the economy. GUI elements are being designed and built going through the usual iterations, programming for the AI and the GUI. I’m working with my colleague Nick Phipps on this project.

I’ll keep updating the blog with the major progress milestones of this game as I go along.


PS: This game is inspired by the fantastic show Breaking Bad – AMC.

Download Ghosts No More

This game is merely a proof of concept, at this stage.

Mac download link here.

Windows download link here.

Ghosts No More synopsis:

The kid, Roberto, aspires to be a fire fighting man when he grows up, but he is scared of dark places and ghosts, so he creates this imaginary adventure where he fights these ghosts (2 kinds of ghosts, dark and fire ghosts) with light orbs and water from his Fire Jet Truck in a haunted mansion. Must use the light orbs to help navigate the dark mansion.

For more info about this project, read this post.