Overview

Treasure of Bell Island had been in development for the past few years, and had already been released for therapeutic uses. However, I was tasked with designing an updated version, which would incorporate new features that were requested from other members of the team, and be an improvement in fun and usability.

Like Blue Marble’s other products, Treasure of Bell Island measures and tests the user’s performance. This game in particular is meant to improve the cognitive functions of people who have suffered traumatic brain injury.

Metagame redesign

One of the main goals of the redesign was to increase the amount of time players spent on the game. To achieve this, I expanded the game’s map to almost double the size. Of course, expanding the map wasn’t as simple as adding more areas. I adjusted the progression from area to area, making each island a different experience. In addition, I added new features that allowed the player to interact with the various environments in the game, giving the players some optional content to hunt for.

When I conducted playtests with the old version of the game, the largest problem I noticed was with the tutorials in the metagame–players weren’t learning how to play the game, and they kept getting stuck. To fix this, I completely reworked all of the tutorials, changing the order that mechanics were introduced and how they were communicated to the player. Along the way, I rewrote the story, expanding the plot and giving the characters more personality.

Minigame Redesigns

While I made minor improvements to all of the minigames, there were two that I felt had to be redesigned completely (based on playtests).

A screenshot of the old Explore minigame on the left, with the redesigned version I made on the right. In the old version, the camera / location never moves, leaving the player stuck in this tiny space. In the redesigned version, the camera is constantly scrolling, adding more movement and excitement.

While playtesters all named different minigames as their favorite, one game was NEVER picked as a favorite: Explore. This game tested the player’s ability to multitask: with one hand the player must follow a character who is walking on a curvy path; with the other hand the player must tap on oil patches that sprout up randomly. I changed the premise completely: the game became an endless runner, where the player must trace their finger around a twisty path, outrunning a rushing torrent of water. To make things worse, bats would fly in and attack the player if they were not tapped quickly enough. The fact that the player actually controlled the character (instead of just following their preset path), combined with the dangerous premise, resulted in a more fast-paced and exciting game. And, most importantly, I kept the core cognitive measurement (multitasking) intact.

Another minigame, Study, lacked enough challenge to be fun. I redesigned this game to give it more puzzle elements; in the redesigned version, the player must project fragments of light that combine to form a specific symbol.