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Down to Clown

Idle Gacha Game

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Welcome to Funtasia -- a circus for the weary and disheartened, ready to put a smile on your face and lights in your eyes! You are the new owner and must make sure the circus does not despair! Collect clowns and put them to work to increase profits tenfold, and maybe discover the secrets behind their past along the way.

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App Store Link

About the Game

Release: May 2023

Platform: IOS

Team Size: 2

Project Length: 4 Months

Engine: Unity

Summary

Down to Clown is a mobile, idle, gacha game with a core gameplay loop of gathering in game currency through idle gameplay, collecting new and unique clowns, and unlocking lore and upgrading to improve currency scaling.

Screenshots

My Contribution

In this game I was a lead designer and creative director focusing on the user experience, core gameplay, asset production and narrative design. 

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I was responsible for certain aspects such as:

  • Designing the screen layout, the core loop, and gameplay experience. 

  • Writing the progression of the tutorial gameplay. 

  • Storyboarding summoning animations.

  • Making a prototype for animations of Game object and UI in Unity.

  • Running playtests and collecting feedback. 

  • Managing the IOS App Store Page and shipping the game.

Part of my design responsibilities was the UX and UI design. This is the initial wireframe made to plan out screens before prototyping in Unity.

Tutorial Design

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Playtesting and Feedback

Our team conducted three rounds of playtesting over the course of 2 months to further refine the project and modify the final scope. I created forms for the play testers to fill out after their session and we developed plans to address any issues or comments we received. Below are some examples of the answers we got from our play testers from various rounds.​

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Our team conducted three rounds of playtesting over the course of 2 months to further refine the project and modify the final scope. I created forms for the play testers to fill out after their session and we developed plans to address any issues or comments we received. Below are some examples of the answers we got from our play testers from various rounds.​

Reflection

This game taught me a lot about time and project management as well as how to reevaluate scope as the project progresses. 

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I'd love to revisit this game eventually to redesign the ticket and whimsy system as I believe the ticket prices breakdown after extended play. 

Credits

Dane Hildreth - Creative Lead

Jake Gollub - Techical Lead

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