BUILD AND IMPROVE

Game Design - End of Level Gamification

End of level gamification, or gamifying your finish, are the sections or mini games that appear after your player has completed a level or stage. Think of this as an extension of your core gameplay that adds a fun twist to what would be a regular finish line.

These are almost exclusively found in runners or auto runner games.

When doing this video we were trying to remember when we first noticed this implemented into a game. From what we can recall Slime Road by tastypill was maybe one of the first to use this technique and gamified their level finish back in July 2018.

Whilst not set in stone, the 2 most common variants we see are playable and non-playable end of level gamification.

 

Non-Playable Example:

In Voodoo’s Draw Climber the player launches over what looks like an arena to roll to the highest score based solely on the characters speed. This is only activated upon winning the race and if you do not win then there is no end of level gamification section, and thus, no bonus score for the level.

 

Playable Example:

In Voodoo’s Fat Pusher once you hit the finish line a simple touch timing bar appears. A single tap on the screen will see your player bounce off the inflatable at the end of level and you’ll achieve a higher bounce dependant on how close to the green bar you hit.

In Voodoo’s Shortcut Run, they take the playable aspect one step further and continue with the same swerving control system of the main game and combine that with the height of the stack of blocks you have gathered during level play. The higher your stack, the further you will be able to travel through a sequence of pillars at the end of the level and ultimately land on the highest bonus achievement.

This expansion of the gameplay is super successful and exciting whilst staying true to the core. The introduction of this new ending doesn’t feel alien or out of place and a great example of end of level gamification done right.

When considering adding an end of level gamification section to your game, think about what would fit best and whether a playable or non-playable version is the right choice.

 

Important factors to consider for non-playable end of level sections:

  • Typically related to level performance ( faster / bigger / taller / stronger ) the better your player performs the bigger the bonus.
  • Make it fun and engaging, your chance to make your player smile.
  • Doesn’t need to adhere to the core game mechanic.
  • Your chance to get creative and break the rules.
  • Essentially a video / in-game sequence that the player should look forward to.

 

Important factors to consider for playable end of level sections:

  • Don’t deviate from your core game play mechanic or control system.
  • Keep it relatively short, maybe 10-15 seconds max.
  • Make it super obvious what the goal is or the intention of it.
  • If it’s a skill section make it pretty easy.
  • Be generous on visual feedback.
Joust Run - Rollic Games
Cube Surfer - Voodoo-1

Cube Surfer!

Publisher: Voodoo
Shortcut Run - Voodoo

Shortcut Run

Publisher: Voodoo
Ladder Race - Voodoo

Ladder Race

Publisher: Voodoo
Stack Colors - Voodoo-1

Stack Colors

Publisher: Voodoo
Rolly Legs - Voodoo-1

Rolly Legs

Publisher: Voodoo
Stair Run - Voodoo

Stair Run

Publisher: Voodoo