counting critters
counting critters

COUNTING CRITTERS

A fun, fast-paced educational game designed and produced from concept to App Store launch.

DETAILS

Years: 2012
My role: Product Owner, Game Designer, Illustrator
Responsibilities: Concept development, gameplay design, character creation, UX/UI, visual design, production oversight

THE CHALLENGE

TURNING A SIMPLE COUNTING GAME INTO A SCALABLE, ENGAGING EXPERIENCE

When mobile gaming was still new, I wanted to create a casual game that was both fun and educational. Years earlier, as part of the founding team at XPOGames, a pioneering platform for casual social gaming, I had designed several Flash-based games. One of them was a simple time-based counting game.

For this project, I set myself a challenge:
Take that basic mechanic and transform it into a fully realized mobile game with personality, progression, strategy, and long-term engagement.

This meant rethinking everything from user flow and game mechanics to character design, reward loops, and monetization.

crazy counting

The original flash game had some of the ingredients of the final game but lacked in look and feel and background story

GETTING STARTED

CREATING A CHARACTER FAMILY AND BACKGROUND STORY

To make the experience sticky, I created a light story: A family of mischievous critters has escaped and it’s the player’s job to catch them in the correct order.

I illustrated a full character set including:

  • Core critters with distinct personalities
  • “Goodies” that help players
  • “Baddies” that distract or reduce time

The goal was to create emotional attachment through charm, humor, and a sense of progression without adding complexity to gameplay.

critters

For each critter I created a look that emphasized their role in the game

PROCESS

DESIGNING GAME MECHANICS AND BALANCING DIFFICULTY

Turning a simple counting mechanic into a meaningful game required careful systems planning.

I defined and tested the following mechanics:

  • Time allocation per level
  • Difficulty scaling
  • Introduction cadence for new critters and obstacles
  • Reward loops and badge systems
  • “Infinite level” formulas enabling continuous gameplay
  • Monetization via in-app stage unlocking

Each mechanic was iterated and tuned until the gameplay felt intuitive, challenging, and addictive.

The UI and UX were designed to be intuitive for children while still fun for adults - a balance that required simplicity without sacrificing speed or challenge.

counting critters game

THE RESULT

AN ADDICTIVE, FAMILY-FRIENDLY GAME PUBLISHED ON iOS

Counting Critters launched with:

  • 5 distinct stages, each with its own environment, critters, and mechanics
  • Achievements and badge rewards that motivated continued play
  • Unlockable stages, earned through progress or purchased via in-app purchases
  • Endless mode, supported by scalable difficulty formulas
  • Original illustrated character universe for emotional engagement

The final result was a fully realized indie game that was designed, illustrated, and produced end-to-end - combining product thinking, character design, gamification, and system balancing into one cohesive experience.

counting critters stages
counting critters stage 1
counting critters stage 2
counting critters stage 3
counting critters lights out
counting critters badges

NEXT: DYNAMITE DAVE