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.
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
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.
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.