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DUNGEON INC is competitive clicker, built from the back of DOOMSDAY CLICKER in a new world with personality, built to have the ability to earn and upgrade characters and compete against other Dungeons.

For this game I was the writer for the game - coming up with the New User Flow, naming all the characters, and building the world. Post launch I also worked on several pieces of the UI for post-launch features.

NARRATIVE

DUNGEON INC’s world is built upon it being both medieval, but also modern corporate culture. Part of this was coming up with concepts that fit between them, for example:

  • Being raided by NPCs is being ‘Audited’

  • Character names such as Gelatinous Cubicle, H.R. PuffnStuff, Roll-A-Dex, Wizniak, Death Tax, Swamped etc.

  • Causing corporate sabotage as raiding other Dungeons.

RAID SCREEN MOCKUPS

During the development of the game, after the game’s release, I took over some of UX design for the game. This is a quick overview of the development of the Raiding screen.

01 - The initial Raid screen. After launch this was deemed confusing to players. a bit dry and hard to see what to focus on.

02 - An initial mockup to bring a Summary page to the screen, as well as some personality.

03 - Another attempt, possibly bringing in a unique character or raiding. Just a lot of buttons and things to focus on.

04 - This time it was attempting to separate the two chests. The main button - starting raid, was also not the focus.

05 - At this point we had also begun talking about changing how the Chest works entirely - making it a single one, and adding in a rotating store to buy directly.

05 - At this point we had also begun talking about changing how the Chest works entirely - making it a single one, and adding in a rotating store to buy directly.

06 - At this point I was still attempting to fit everything on the screen - after this we decided to move to a scrolling list and

06 - At this point I was still attempting to fit everything on the screen - after this we decided to move to a scrolling list and

07 - The final mockup, making the attack area much larger and the focus, while making the rest of the screen swipable.

07 - The final mockup, making the attack area much larger and the focus, while making the rest of the screen swipable.

08 - The final version of the screen.