Mike Dies (PC, Switch)

Mike Dies is a 2D Metroidvania-lite that I developed with my indie studio.

Steam: http://store.steampowered.com/app/696200/Mike_Dies/

I was the Lead Designer, Writer and Project Manager, leading a team of eight people.

2D Level Design

I constructed every level in the game using Unity. There were originally over 600+ levels, but after playtesting, I chopped that number down to around 400.

When constructing levels for the game, I used the kishōtenketsu approach that Nintendo utilizes with their Mario titles:

- I first introduce a new mechanic in a safe environment.

- I then have the player utilize these learned skills in an unsafe environment.

- Once the player has demonstrated mastery, I add a twist to the mechanic.

- Finally, I end the sequence with a fun empowering play on the mechanic, which functions as a satisfying skill-based reward.

As this is a Metroidvania-lite title, I applied this philosophy across clusters of levels (levels are small and generally take only a 30-60 seconds to complete). Each cluster of levels is broken up by a challenge-free narrative event, cleansing the player’s palate and preparing them for the next sequence of levels.

Through rigorous playtesting, I was able to ensure players become addicted via bite-sized level lengths and constant introduction of new mechanics. Our title always remains just below the delicate frustration-threshold, immersing players in a flow-state that carries them through the game’s entirety in a single sitting (3-5 hours!).

Narrative Approach

I developed an unconventional narrative approach for Mike Dies that caters to both casual and hardcore players.

If the player plays to the end of the critical path, they will walk away with a basic understanding of the narrative. Completing the side content however will fill in story details and help them walk away with a greater understanding of the lore.

The story is told primarily through voice over and interactive sequences which occur regularly throughout the title. By discovering hidden routes and completing difficult optional content, the player can access collectables called communicators that unlock backstory and ultimately trigger a secret ending.

Through this method, anyone can walk away from the game understanding what happened. But dedicated players will discover why it happened.

Unique Platforming Mechanics

Mike Dies utilizes a unique mechanic called teleportals.

- When the player stands within a teleportal, a timer will begin to count up.

- If the player remains within the teleportal until the timer is full, the teleportal will activate.

- If the player leaves the teleportal while the timer is counting up, the teleportal timer will reset.

When the teleportal activates:

- If the player is all the way in the teleportal, they will be teleported to a new room.

- If the player is partially in the teleportal, only everything within the teleportal will be teleported, dismembering Mike!

Aside from creating hilarious and violent dynamic deaths, these teleportals create a wholly original environment to explore, full of challenges unique to the title.

- The flexibility of the teleportal timer mechanic allows us to create organic timing-based tension. For example, a player might enter a teleportal while something is chasing them, only to be teleported in the nick of time! Or the player might need to concisely stay within a moving teleportal, making sure that they’re squarely within the center of it when the timer goes off!

- Clever players might notice parts in the environment where teleportals overlap. If they can fit their entire body within it, they can discover new areas!

Playtesting

In order to get Mike Dies as tight and polished as possible, I’ve conducted extensive playtesting.

- I playtest at least once a week with a new player.

- During playtesting, I let the game do the talking. I don’t open my mouth unless the player gets completely stuck.

- Outside of the player’s words, I also pay close attention to the player’s expression, their outbursts and how often they get distracted.

Interpreting the player correctly has helped me focus Mike Dies into a tight refined experience that players cannot put down.

Reviews

"It’s a Metroidvania-style puzzle platformer with outstanding level design and an amazing synth soundtrack." - Kotaku

"Mike Dies flew in under the radar, but it's deserving of far more attention. It's a cleverly designed, well rounded action-platformer that carries a few laughs in tow." - Elegy of Games

“It's a terrific game that deserves people's attention” - Spong.com

Here’s an interview for PC Gamer that dives further into my design philosophy

Awards and Other Mentions

  • Winner of the MomoCon 2018 Indie Game Awards

  • Showcased at the Seattle Indies Expo.