Broken Grounds



project overview
Broken Grounds
year
2023
my role
Game Design | Art Director
platform
iOS | Android
Broken Grounds is a puzzle game where players guide critters through a maze of shifting tiles and traps. The objective is to get as many critters from start to finish while avoiding hazards like breaking or moving tiles. New mechanics are gradually introduced, such as bounce pads and reusable tiles, adding complexity as players progress through increasingly challenging levels.
Broken Grounds is a puzzle game where players guide critters through a maze of shifting tiles and traps. The objective is to get as many critters from start to finish while avoiding hazards like breaking or moving tiles. New mechanics are gradually introduced, such as bounce pads and reusable tiles, adding complexity as players progress through increasingly challenging levels.
Broken Grounds is a puzzle game where players guide critters through a maze of shifting tiles and traps. The objective is to get as many critters from start to finish while avoiding hazards like breaking or moving tiles. New mechanics are gradually introduced, such as bounce pads and reusable tiles, adding complexity as players progress through increasingly challenging levels.
Creative Process
Broken Grounds began with a simple tile-tapping mechanic, but adding critters gave players a clear goal to work toward. The design focused on simplicity and readability, with carefully chosen colours to highlight key elements, making navigation intuitive and visually engaging.
Broken Grounds began with a simple tile-tapping mechanic, but adding critters gave players a clear goal to work toward. The design focused on simplicity and readability, with carefully chosen colours to highlight key elements, making navigation intuitive and visually engaging.
Broken Grounds began with a simple tile-tapping mechanic, but adding critters gave players a clear goal to work toward. The design focused on simplicity and readability, with carefully chosen colours to highlight key elements, making navigation intuitive and visually engaging.
Difficulty Curve
By introducing new tile mechanics as the game progressed, We built on the core concept concept ensuring a balance between challenge and accessibility.
Through testing it became clear difficulty driven by a combining of mechanics was far more engaging than simply increasing the size of levels. This was the core design principle when designing levels for the game.
By introducing new tile mechanics as the game progressed, We built on the core concept concept ensuring a balance between challenge and accessibility.
Through testing it became clear difficulty driven by a combining of mechanics was far more engaging than simply increasing the size of levels. This was the core design principle when designing levels for the game.
By introducing new tile mechanics as the game progressed, We built on the core concept concept ensuring a balance between challenge and accessibility.
Through testing it became clear difficulty driven by a combining of mechanics was far more engaging than simply increasing the size of levels. This was the core design principle when designing levels for the game.








