Available on Google Play
LU-N4 is a side-on perspective physics-based platformer where take control of LU-N4, the luna probe. In attempts to navigate safely through space, LU-N4 warps from point to point, collecting crystals, trying to return back home.
With fifteen playable levels and three tutorial levels, LU-N4 can be enjoyed anywhere with your Andriod smartphone.
LU-N4 began as a completely different game where the orbiting was only a small platforming feature. After consistent playtesting and collecting data from both in-game and player surveys, we discovered people enjoyed the orbiting aspect of the game the most and found the lead up to them being boring. We decided to scrap everything and start anew with the orbit being the core gameplay.
This feedback also led us to go for a mobile game mid-development, re-developing the game as well as optimising our product to work on as many devices as possible so more people can enjoy our game.
My Role In Development
My main role in the development of LU-N4 was being a generalist programmer as working alongside other pathways designing and implementing features. I worked on the UI, menus, implementing animations and got LU-N4 optimised and published for Andriod.
My aim for this project was to develop my Gameplay Programmings skills focusing on the three main aspects:
I developed the cameras will adjust to the centre of orbit to give the player more view to plan their next launch.
I iterated on the unique orbiting mechanic until the player could smoothly enter and exit orbit, making the launch seem powerful and landing the entry satisfying. The orbit system can handle multiple orbits with their own orbits etc. This was used to move the black holes around the levels.
I also wanted simple intuitive controls and took advantage of the swipe feature of mobile phones to change direction and a simple tap to launch.
We decided to use a metrics-driven approach to designing LU-N4. Having a small student team with little resources, I believed this approach would lead to the best player experience. Collecting as much data as possible such as how long the player spends in each orbit (thinking about their next move), where the players were dying or how long they spend on a level and using the right metrics, we could answer more questions and beware of how the player perceives our game.