Magic Twins is a cooperative arcade puzzler, in which Abra and Cadabra must use their chromagic powers to stop the Colormageddon.

Matching the color of their magic balls with the enemies, and changing the color of the elementals with their unique spells, the Magic Twins are ready to save the island of Mallorca of its greatest threat yet!

Throughout the different areas of the island of Mallorca, the pair of witches will face various types of challenges, as new enemies will arise.

Every mission a new puzzle, it is up to the players, their wit, and their coordination to succeed in this quest.

You can buy Magic Twins right now, either on Steam or on Nintendo Switch!

In Magic Twins, I took care of:

  • Level design:

I designed most of the levels in the game. The levels are divided into 5 areas, each with its own unique type of enemy. Combining the types of enemies with various mission objectives, each level brings a different type of challenge to the player, making the game feel fresh at every moment.

  • Game balance:

I gathered feedback from different players, both in single and coop mode, and adjusted the difficulty curve of the game accordingly, changing different variables, from mission objectives themselves (even discarding entire levels), to the speed of the enemies.

  • QA:

I constantly made sure everything in the game functioned properly. I made sure there were no bugs in any part of the game, and if there were, I made sure to report them as precisely as possible, making use of images and videos. I also observed the visual details closely, as well as the game feel and player feedback to make sure that it could be as polished as possible.

On designing the levels:

When creating the levels, the goal was always making a new challenge that the player hadn't already seen. Each area introduces a new type of enemy, with its own mechanic, so every area usually focuses around this specific mechanic. The first thing when producing ideas for the levels is: "What can I do using this mechanic to make an interesting and fun challenge?". 

I sketch out a few ways I can use the elements at my disposal to create the situation I want the player to face. Choosing the enemy type, placement, their speed, and the objectives of the level, I design a few variations, and then test them in-engine, to see which works better.

It's important to balance out a level which isn't too hard to figure out, but also not too obvious. I try to use the different elements to guide the player to that "A-ha!" moment, while also sometimes throwing a wrench in the way to keep it surprising and exciting. 

It's also important to maintain an overall game flow, from level to level. The challenge needs to escalate, but also feel fresh and ever changing. I try to keep similar levels apart from each other, so that the player doesn't get tired of similar concepts.

There is also a progression on the use of an area's mechanics. The first level of an area introduces the player to the new enemy and its mechanic, and the subsequent ones use different situations in which the player learns how to fight or even take advantage of the enemy's mechanic. The player is slowly guided to mastering the game's mechanics through the levels themselves.