Game Prototype: Mine My Mine

This game prototype is my personal exploration on delivering repetitive pleasure with experiencing as little challenge as possible. When players mine with each click, the income increases so further investment can be made to upgrade the sensor (view range), prospector (mining range) and accelerate the growth of mines.The mines automatically grow after being mined, even if it is empty(grey).

Also, I tried to apply the typical freemium monetisation strategy here.

Mine My Mine from Ni Hu on Vimeo.

Download the prototype

Game Prototype: Melody

Melody is a simply notion of a music ludic feature that can be exploited further. By flowing the melody, the player completes the melody by entering simplified notes (without considering inputting intervals larger than an octave or key signatures).

Melody intends to bring simple pleasure and challenge to music lovers not by means of “twitch gameplay” (action) but by music cognitions, which attempts the more “melodic” mechanics of music games .

Here is a demo video:

Melody from Ni Hu on Vimeo.

What’s more?

I can think of a decent library of various genres of music available for a melody game like this. Variations of gameplay can be exploited.

Several examples:

Mixed music pieces in one game session;

Complete the melody in a backward order (of each melody question and answer);

A “campaign” of music history and evolution/movements;

Realistic mode including accidentals–12 tones (Ha, Schoenberg~)

Download the prototype

Two initial puzzle demos for Project Tesla (The Tesla Files)

The original idea of “first person actor” was abandoned for its practicality for a small development team and limited budget. The project then turned to the idea of  a FBI agent’s detective discovery of Nikola Tesla’s life and work.

To demonstrate the possible game mechanics of the game, which are supposed to be related to the Tesla theme, two puzzled demos were created.

The first one is a general acoustic puzzle, which introduces the player to the puzzle mechanics of audio pattern recognition. The player will hear a sequence of electric current sound and three shorter sounds that make up the sequence. The puzzled is solved when the shorter sounds are clicked/tapped in the correct order.


Now, the second puzzle takes the pattern recognition further by introducing the visual patterns.

This puzzle features Tesla’s early and most applied invention, AC motor (three-phase), requiring players to choose three stretch cables from the boxes of AC power sources of different phases and connect them to the corresponding terminals marked “1”, “2” and “3” on the AC motor. Players have two ways of identifying the matches:

1. Acoustic: By moving the mouse to or tap the central gear and the three boxes with curve patterns, players can hear a sequence of electric current sound and three shorter sounds that make up the sequence respectively. This approach has been introduced to the player in the previous puzzle.

2. Visual: Next to the number marks of the terminals there are three coloured curve patterns (representing the wave form) and each of them is a complementary vertical inversion to a curve patterns on the box.

Players can click/tap on a box to choose a cable of AC power source and then click/tap again on a terminal to apply the match. Signal sounds are played to indicate whether the match is right. The puzzle is solved by completing all three matches.


When the puzzle is solved, the player can get some related source information about the puzzle as a reward of the Dossier system. Also, since the AC motor is powered up, it functions to interact with other contraptions and becomes part of the whole room puzzle.


Demos Download:

For Windows:

For Mac OS: