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MINION MASTERS
A tower defense game with CCG elements that I worked on at BetaDwarf Entertainment.
WHAT I DID:
QA
UX
Music composition
Writing & editing
Level design
Game design
Customer service
WHAT I DID:
QA
UX
Music composition
Writing & editing
Level design
Game design
Customer service
More Details
GAME SYNOPSIS:
Choose your Master and summon your Minions to level up your powers and defeat your opponent! Your Minions will charge blindly toward their opponents, leaving it entirely up to you to decide their course with strategic placement.
MY ROLE:
QA & Game Designer
DURATION:
Fall 2017 - Winter 2017
GAME PAGE:
https://www.minionmastersthegame.com
STEAM PAGE:
https://store.steampowered.com/app/489520/Minion_Masters
Minion Masters is a tower defense game heavily inspired by the likes of Clash Royale (i.e. the lanes between towers and the player’s minions) and Heroes of the Storm (i.e. the player-controlled master and their abilities). As a QA tester on a game with weekly updates such as this, my main task was to test the functionality and “fun factor” of all the new features in each of these updates, in all the game’s modes (1v1, 2v2, draft mode, etc.).
Nearly every update featured either a new spell type or a new minion, or deployable unit, that players could collect and manage like cards in a deck-builder. A significant part of my internal testing focused on how the new additions disrupted or otherwise impacted the game’s existing metas, and whether they shifted them in a better direction overall. I also edited the text descriptions for these units.
While the team and I could find and fix most of the issues with new additions to the game, some would still be released and found by the much larger community of the game. Naturally, I was also tasked with collating their feedback, reproducing and reporting the issues they had found, and corresponding with these players to ensure their continued support of the game. This customer service extended to more general communication on the game’s social media channels as well.
A major new game mode, the Expeditions mode, was added to the game while I was at BetaDwarf. This was a single-player mode featuring tile-based levels (like the one below) that players could explore in order to defeat enemies and obtain desirable rewards and currency. I was heavily involved with many aspects of this game mode, such as designing the levels, balancing and distributing the encounters and rewards within, composing ambient music, and writing text descriptions where needed.
Being a regularly updated game also meant seasonal holiday-based events such as the Halloween and Christmas updates to the game. I occasionally contributed to these thematic changes as well (such as composing background music and altering text), in addition to testing the rest of the new features added with these updates.