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Casual Game

This is a casual game that shipped in November 2020 globally. In this project, I am responsible for the level and numerical design. I participated in the entire development process of the merging version (CN) and all its supporting features. In this project introduction, I only list several things I learned from this project.

Trailer Video

Project Info

  • Platform: Mobile (Android&IOS)

  • Date of Completion: 2020.06

  • Category: Casual Game

  • Controller: Mobile Phone

  • Art Style: 2D Hand-Painting

  • Preferred Resolution: N/A

  • Contribution: Lead Level and Numerical Game Designer

  • Team Size: 4 Designers, 4 Programmers, 12 Artists, 2 QA

  • Download Link: Dream Detective

  • Install Instruction: 

    • Download the game from Google Play in an Android Phone.​

    • Start the game.


In order to improve the game experience of the original Dream Detective and increase revenue, my producer decided to add the merge feature to the game. Since I have experience making Merge Skyland, I was the lead numerical designer for this feature.

Game Framework

The main gameplay of this game is to merge items, complete tasks, and build and decorate the game world. Players can also become friends with NPCs in the game, learn their stories, and explore the secret of the disappearance of the protagonist's grandfather. In addition, players can participate in a variety of in-game activities to meet new NPC friends and unlock new decorations.

There are some resources in the game, which are used to connect each gameplay. The following is the basic framework for each gameplay and resource.

Dream Detective Loop.png

Numerical and Level Design

Merge Tasks.png

Merge Tasks


Merge Chain and Collecting Function



Monetization Features

Data Tracking and Problem Solving

I was also involved in the design of the data tracking, recording information about the player's behavior and actions at some key points.


By analyzing the data, we found a number of issues.

  1. Some players cannot understand some merge chains.

  2. The pre-game player payment is lower than expected.

To address these issues, the following adjustments were made.

  1. We have optimized the icons of items for better understanding by players.

  2. We have added newbie gift packs and pop-up features to promote players to purchase them.

What I Learned

  1. Optimize existing games from 0 to 1.

  2. Design a level and numerical framework for the game.

  3. Monitor game data during game testing and continuously optimize the game experience.

Based on my experience with the Merge Skyland project, I quickly put together a first draft of the numerical and level design. I used a gradual level design: players only need to merge ordinary items at the beginning, and after that, the item types are gradually complex, and players need to slowly familiarize themselves with the merge chain of each item.

To make it easy for players to remember the order of item merging,  I communicated with my artist colleagues to create some merge chains. At the same time, I also talked with my programmer colleagues to create the collection function, which facilitates players to memorize the merge chain while motivating them to keep participating in the game.

As an FTP game, monetization is essential, and this is something I must consider as a numerical designer. For this reason, I designed several types of payment features, including direct purchasing Cash and Gem, gift pack purchases, in-game event payments, etc.

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