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My Portfolio
  • Home
  • About Me
  • Projects
    • Dyestributor
    • BluEyes
    • GrappleBurger
  • Documentation
    • Valorant Agent Concept
    • GrappleBurger Remix Mode
    • Dyestributor Custom Levels
  • Contact Information
  • More
    • Home
    • About Me
    • Projects
      • Dyestributor
      • BluEyes
      • GrappleBurger
    • Documentation
      • Valorant Agent Concept
      • GrappleBurger Remix Mode
      • Dyestributor Custom Levels
    • Contact Information

Dyestributor

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Project Overview

Dyestributor is a grid-based puzzle game designed around block-specific mechanics and pattern logic. Developed over two years, published on Steam in February, 2023. Periodically updated through 2024.

My Project Contributions

  • Designed 10 Worlds, Each With Unique Mechanics

  • Created 80+ Levels With Increasing Puzzle Complexity

  • Implemented An In-Game Custom Level Editor With Steam Workshop Support

  • Refactored Code Multiple Times To Improve Maintainability And Performance

  • Composed A Full Original Soundtrack

  • Produced Promotional Trailer & Key Steam Store Art

Promotional art for Dyestributor 2.0

Visual Showcase

Navigating to the first level of the Tutorial World
Playing an introductory puzzle in World 1
Playing a mildly difficult level in World 5
Playing a World 9 level with the new 'Ghost' blocks
Playing an Extras world level with a "no vision" gimmick
Making a level in the Custom Level Editor
Planning document for the title screen UI of Dyestributor for its initial 2023 Steam release
Video showcase of Dyestributor main menu as planned in the above document
Planning document I made when redesigning the title screen UI for Dyestributor 2.0 in 2024
Video showcase of Dyestributor 2.0 main menu as planned in the above document

Lessons / Post-Mortem

Things That Worked

  • Much Needed Tutorials

    • After adding interactive tutorials in Version 2.0, the new player experience improved dramatically. Structured walk-through tutorials reduced player frustration and improved player retention.

  • Robust Custom Level Editor

    • Through constant iteration and updates, the custom level editor has become very easy to use and understand. In it's current version, simple user interface, improved clarity, and making everything accessible from one screen, has elevated the user experience.

  • Unique 'Extras' World

    • The 'Extras' World was a 20-level bonus world with unique, one-off mechanics per level. This world gave me a place to express my creative freedom and turn ideas that didn't fit the main progression into an additional challenge for the player.

Things I'd Improve

  • Mechanic Pacing Issues

    • The Tutorial World, World 1, and World 2 introduced too few unique and interesting mechanics, leading to repetitive early gameplay. This taught me a lesson in grabbing & keeping player attention with appropriate pacing & mechanic progression.

  • Unrealistic Trophy Requirements

    • Gold trophy requirements were based on my own optimal solutions, making them unreasonably difficult and leading to many players getting stuck and quitting the game.

    • I've learned since then, that the developer should never be used as baseline for player expectations. Instead, playtesting and player feedback should dictate these numbers.

  • More Polish Required

    • Although the 2.0 update added many UI and gameplay improvements, the game still lacks subtle polish to improve player satisfaction.

    • I've learned that polishing even the smallest player actions is extremely important, and should be treated as a significant part of the design instead of an afterthought.

Related Links

Play On Steam!

Version 2.0 Trailer

Full OST Playlist

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Website and all content inside created by Mulgata Christopher Currier, 2025
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