Game

Myluck

A puzzle game based on chance, about scoring luck-points while guessing without a clue.

Game Overview

Myluck is a simple game based on chance. No one knows how good or bad you are at this game other than you. No experience, information or skill can improve your score - except your luck! You score luck points on your ability to guess. Each luck point scored leads you to the next round, until you make a wrong guess, or as we say - run out of luck.

The users are given with 2 screens and they have to guess which screen holds their lucky number behind it. If the user guess it right, they get a luck point, if they guess it wrong, they start over again. It all comes down to how many consective right guesses can a user make; more they make, higher they score.

This was an experimental project to find out the most common lucky colors and numbers. Also, to see how far an individual can go with pure luck score.

My Role

I basically did everything on this project from conceptualizing, branding, creating wireframes, programming responsive website and marketing. The main idea behind this game was to find the luckiest person based on quantitative chance, and to get data on people’s perspective on lucky colors and numbers.

To get to a larger user base, I teamed up with a friend of mine who helped me convert my code base to iOS, Andriod and Windows Phone app through PhoneGap.

Interaction was at the core of Myluck game. Most of my time was spent designing and prototyping elements which convey emotion and meaning with contextual information.

Motion 

For call to actions, even in an idle state, continuous motion is necessary to show the living nature of an action. Subtle motion in interaction state change is better than an abrupt (animation/transition less) motion. 

Sound 

Progression, reward and interaction sense can be achieved through sound. Right sound played at the right time helps users with reflective decisions; same as visual clues. 

Shadows 

To help define proximity, shadows work well for visual clues. Shift in shadow depth is used in transition between idle and hover states.

Focus 

Focus is created for a user by reducing visual overload on not-interested options. In case a user try to interact with 1/4 elements, 3 elements should turn minimal to keep the interested element prominent. This is achieved by reducing opacity/transparency of non-interested elements.

Hints 

Best hints are provided though words for icons. There has to be a standard space on the interface where information is displayed. Instead of writing multiple hints for each icon, a specified space can be used to show the information when an interaction or interest state is triggered by the user.

Context 

Provide the user with the environment of their choice. Make them not only feel in control, instead give them the control. Colors are primary for our visual existence, and each individual has a perspective on good colors. Providing content in user specified colors bring human computer interaction closer.

‍The game was launched on multiple platforms and drove massive traffic, which resulted in some insightful stats on people's color choice.

RESULTS

I was able to create a simple game that was published on 5 platforms. The main goal was to learn about the most lucky perceived colors and numbers. The was one of my most extensive personal projects that I have done so far, and it produced great results which can be primarily used in branding projects. Myluck received an honors award from awwwards.com.

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