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Fallenventure: A Puzzle Platform Game Application for Enhancing Problem-

Solving Skills 

 
A Project Presented to 
 
the Faculty of STI College Batangas 
 
 
 

In Partial Fulfillment of

the Requirements for

Inquiries, Investigations, and Immersion 

 
By:
Acosta, Jesseca Mae F. 
Alamag, Michael Andrew E. 
Bagon, Jeremie Raven F. 
Baraquel, Reinard Miguel C. 
Cortez, Mark Angelo M. 
Magpantay, Tammy Jane M.  
Magpantay, Victor Jozh M. 
Majadas, Jamaeca A. 
Manalo, Genen D. 
 
 
 

 
 
 

June 2022 

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APPROVAL SHEET

This research entitled “FALLENVENTURE: A PUZZLE PLATFORM GAME


APPLICATION FOR ENHANCING PROBLEM-SOLVING SKILLS” prepared and
submitted by JESSECA MAE F. ACOSTA, MICHAEL ANDREW E. ALAMAG,
JEREMIE RAVEN F. BAGON ,REINARD MIGUEL C. BARAQUEL, MARK ANGELO
M. CORTEZ, TAMMY JANE M. MAGPANTAY, VICTOR JOZH M. MAGPANTAY,
JAMAECA A. MAJADAS, GENEN D. MANALO has been approved and accepted in
partial fulfillment of the requirements for the strand, TECHNICAL, VOCATIONAL, AND
LIVELIHOOD – INFORMATION TECHNOLOGY (Mobile Application and Web
Development).

MARY GRACE A. MAGTIBAY, LPT


Research Teacher

Accepted and approved by the Committee on Oral Examination with a grade of


_________.

EXAMINER

Ariel Magnaye
Mobile Application Programming 2 Teacher
Computer Programming 6 Teacher
Work Immersion Teacher

Accepted and approved in partial fulfillment of the requirements for the strand,
TECHNICAL, VOCATIONAL, AND LIVELIHOOD – INFORMATION TECHNOLOGY
(Mobile Application and Web Development).

____________ ENGR. KRISELLE C. PUNZALAN


Date Principal

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EXECUTIVE SUMMARY

Title: Fallenventure: A Puzzle Platform Game Application for Enhancing


Problem-Solving Skills

Researchers: Jesseca Mae F. Acosta


Michael Andrew E. Alamag
Jeremie Raven F. Bagon
Reinard Miguel C. Baraquel
Mark Angelo M. Cortez
Tammy Jane M. Magpantay
Victor Jozh M. Magpantay
Jamaeca A. Majadas
Genen D. Manalo

Strand: TECHNICAL, VOCATIONAL, AND LIVELIHOOD – INFORMATION


TECHNOLOGY (Mobile Application and Web Development).

Section: TVLIT12.B

Year: 2022

Research Teacher: Ms. Mary Grace Magtibay


___________________________________________________________

The influence of technology can be felt in almost any industry, including games. The
mobile game industry is indeed growing, with new and innovative games being
launched every month. There are numerous misconceptions concerning mobile games
and their effects on learning process of learners and users. Many people assumed that
games could only have a negative impact on the users. The researchers, as senior high
school IT students, want to develop a puzzle application that can sharpen the ability of
learners and users to solve problems, have entertainment through smartphones as well
as eliminating the misconceptions around it. In this study, the proponents gather
different research studies that contains informations and supporting evidences about
mobile games. Based on the findings the researcher conclude that the proposed
application can improve memory and logic of players, it can provide a better
understanding of gaming applications as well as demonstrating that game applications
can be beneficial as well.

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ACKNOWLEDGMENT

The proponents wish to express their deepest appreciation to the following who

served as great inspiration for making this study viable:

To the proponents’ teachers for their guidance and suggestions every time the

researcher needs one and for giving them encouragement to pursue their study;

To the proponents’ family for assisting them and serves as their motivation and

inspiration by means of giving their full support;

To their friends who are indeed concern, grateful and who consider their study

valuable.

Above all to God Almighty who has given her the wisdom and the courage to move

on.

The Proponents

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DEDICATION

This work is gratefully and proudly dedicated to those who have inspired the

researchers during the development of this study. First the researchers would like to

dedicate this research study to their families who have served as a source of inspiration

and support during the process. Their unwavering moral, spiritual, emotional, and

financial support has aided us in completing this study. Furthermore, we thank our

classmates for their words of advise and inspiration, which inspired us to complete this

project.

Above all, to our Almighty God, for his guidance, mental strength, and protection,

especially for the strength, courage, patience, wisdom, time, and guidance in

completing this project.

Lastly, we dedicate this research study to Mr. Ariel Magnaye, our programming

teacher, and Ms. Mary Grace Magtibay, our research teacher, for their remarkable effort

and patience in guiding us through the development of our application and study.

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TABLE OF CONTENTS
PAGE
TITLE PAGE………………………………………………….……………….………….…. i

APPROVAL SHEET………………………………………………..….………..………….. ii

EXECUTIVE SUMMARY…………………………………………………………..………. iii

ACKNOWLEDGMENT………………………………………………….....………..…..…. vi

DEDICATION………………………………………………………….………...………..…. vii

TABLE OF CONTENTS………………………….……..……………………...………….. viii

LIST OF FIGURE………………………………………………………………..………...... ix

CHAPTER

I. THE PROBLEM

Introduction…………………………………………………………

Statement of the Problem………...………………………………

Conceptual Framework………………………………………………

Conceptual Paradigm……………………………...…………………

Definition of Terms ……………….………………………………...

Significance of the Study ……..………………………………….

Scope, Delimitation and Limitation of the Study ……………

II. REVIEW OF LITERATURE


Conceptual Literature……………………………………………

Research Literature………………...…………………..….……….

Synthesis…………………………………………...………...……….

III. PROPOSED MOBILE APPLICATION


Main Menu Screen…………………………………………….……….

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IV. PROPOSED MOBILE APPLICATION
First Screenshot ………………………………................................................
Second Screenshot ……………………………………………………….………
Third Screenshot ……………………………………………………….………
Fourth Screenshot ……………………………………………………….………
Fifth Screenshot ……………………………………………………….………
Sixth Screenshot ……………………………………………………….………
Seventh Screenshot ……………………………………………………….………

V. SUMMARY AND RECOMMENDATIONS


Summary ……………………………………………………..
Recommendations …………………………………………………….

BIBLIOGRAPHY

APENDICES

CURRICULUM VITAE

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Chapter I

THE PROBLEM AND ITS BACKGROUND

This chapter contains the introduction of the study, statement of the problem,

conceptual framework, the significance of the study, scope delimitations and limitations,

and the definition of terms.

Introduction

Today, technology plays a significant role in society daily activities in addition it is

seen as a foundation for economic growth. The influence of technology can be felt in

almost any industry, including games. The mobile game industry is indeed growing, with

new and innovative games being launched every month. Mobile gaming continues to

increase in popularity since technology has enabled a range of advancements. More

games are being produced as the number of mobile phones grows and it has become

more versatile because of these user-friendly and immersive features.

In 2019 Quwaider, states that with the constant rise of production and the

development of new technologies in many aspects of life, many of the current

technologies that were previously considered as entertainment technologies have

become indispensable. The fast increases in the number of people who play games

resulted in the game industry’s transition from an entertainment medium to one that

influences every aspect of life including education and entertainment.

This may become user’s most effective strategic instrument for coping with

rapidly changing technology. The significance of gaming applications in education is

numerous, including as part of the curriculum, to enhance the learning process, and to

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give innovative approaches to help students improve their problem-solving skills, which

is the main focus of the study. According to Dumrique and Castillo (2017) it is beneficial

for the application players it enables the mind of the players to be more active,

especially those puzzle-based games. Furthermore, playing games is beneficial for a

variety of reasons, including stress relief, relaxation, enjoyment, social contact, and

even mental escape from the actual world. Mobile gaming is one of the most popular

pastimes among most people, particularly among teenagers, young people, and

students.

Due to its popularity many individuals are engaged in mobile games, and this can

have both positive and negative effects on users. There are numerous misconceptions

concerning mobile games and their effects on mental health and learning process.

Many people assumed that games could only have a negative impact on the users.

Contrarily, Pratama (2014) has stated that there are some advantages of playing online

games is that it can provide an interesting leisure time for children. Mobile games also

have numerous advantages, including the development of complicated problem-solving

abilities, improve mental health as well as have entertainment. According to Brennan

(2021), mobile games can help to stimulate the mind and boost mental wellness.

Playing video games has been linked to improved emotions and mental health

advantages and role-playing and other strategy games can assist increase problem-

solving skills.

The researchers, as senior high school IT students, want to develop a puzzle

application that can sharpen the ability of learners or users to solve problems, improve

mental health as well as have entertainment through smartphones. It will enable them to

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learn, gain, and improve their knowledge and skills in a positive mood without becoming

bored or frustrated. In addition to this project's goal is to have a deeper understanding

about game applications that can provide a new perspective than what people believed

back then. Eliminating the misconceptions around it and showing that game applications

can provide advantages as well. Fallenventure can serve as resources to keep the

users mental health in shape and enhance their problem-solving skills, especially in

these times of pandemic.

Statement of the Problem

This study focuses on the development of puzzle platform application game that

improves the user's mental health and problem-solving abilities.

Specifically, it seeks answers to the following questions:

1. How to create an effective puzzle application game?

2. What is the purpose of the mobile application?

3. How does this application benefit the users?

4. How does the mobile application function?

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Conceptual Framework

Input Process Output

1. Main
purpose of
the puzzle
mobile
application
Programming Fallenventure: A
2. The
benefits of using: Puzzle Platform
the
application Game Application
to the Unity
users
C#
3. The function of the
mobile application

Figure 1. A Project Paradigm on Fallenventure

The input is shown in the first box from the left. It describes the problems that the

proponents want to resolve.

The second box shows the process in which programming is the primary action

utilized to generate the output.

Finally, the output; title of the mobile application is presented in the third box.

Significance of the Study

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This study will provide users with innovative approach in improving mental health and

problem-solving skills and provide new insights into game applications.

Specifically, this research will benefit the following:

The Gaming Community, this research aims to clear misconceptions

about the gaming community. Additionally, this study supports the idea of games

being beneficial in terms of mental health and cognition.

The Developers, this study aims to assist developers in creating an effective

puzzle or platform game. Furthermore, it can assist them in various aspects of game

creation, such as coding and programming. They can gain ideas and features that could

help with the development of a puzzle application.

The Users, it will be beneficial to users in terms of improving their skills in

problem solving it is also beneficial to their mental health. It can improve learners’ or

users’ ability to solve problems, improve mental health, and provide entertainment

through smartphones. It will allow them to learn, acquire, and improve their knowledge

and skills in a positive environment without becoming bored or frustrated.

Present Researchers, this research seeks to answer all of the queries that this

study may encounter, which will support and benefit the current researchers'

inquisitiveness. In this study, the researchers aim to find accomplishment and learn new

skills along the journey. Additionally, this research will encourage and motivate the

researchers to become more innovative and critical in their specialized field.

Future researchers, this study provides data that can be used to guide future

researchers who want to enhance or begin a study associated with developing a game

that improves mental health and problem-solving skills. Furthermore, the study can

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provide additional information for other researchers who want to conduct further

research on the related field.

Scope, Delimitations ad Limitations

The study is focused on the development of puzzle application that includes the

following features, Game Mechanics, Puzzles, Buffs, Characters, Lives, Consequences

and obstacles, Achievements, and Enemies.

The proposed application is delimited to Android devices since C# language is

used. In addition, it is also delimited in addressing the Fallenventure development

process. The mobile Application’s source code are exclusive for proponents only.

However, screenshots are provided for the recipients to see the proposed puzzle

application's user interface.

The research is limited due to the lack of equipment. The app is unavailable to

the general public and unavailable online. Furthermore, the app is still being worked on.

Certain features may be unavailable at this time. Fallenventure is a mobile application

designed to provide entertainment to users while also boosting their mental health and

problem-solving abilities.

Definition of Terms

This is intended to assist in understanding the commonly used terms and

concepts in this paper. General terms and phrases are also defined in the context of

how they apply to this study.

Android. Is a mobile operating system that was developed by Google (GOOGL) to be

primarily used for touchscreen devices, cell phones, and tablets (Investopedia, 2021). In

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this project, Android is the mobile operating system in which Fallenventure is

compatible.

Logo. A graphic representation or symbol of a company name, trademark, abbreviation,

etc., often uniquely designed for ready recognition (Dictionary.com, n d). A logo is

created in this project to show a visual image of the proposed application icon.

Mobile Games. Mobile games are games designed for mobile devices, such as

smartphones, feature phones, pocket PCs, personal digital assistants (PDA), tablet PCs

and portable media players (Techopedia, 2012). In this study, the researchers'

application was provided a better comprehension.

Fallenventure. The proponent of the study come up with the application name. The

word Fallen means a person has committed a moral sin or ruined his reputation and

adventure means a trip or experience, or the excitement produced by such an activity.

The application name simply means adventure of fallen.

Problem Solving Skills. Often referring to the ability to handle difficult or unexpected

situations in the workplace as well as complex challenges (indeed, 2020). The aim of

this paper is to improve the users' problem-solving skills.

Puzzle Application. It focuses on logical and conceptual challenges, although

occasionally the games add time-pressure or other action-elements (Academic, 2010).

This is the type of application that the researcher is working on in this study.

Puzzle. A problem, or other contrivance designed to amuse by presenting difficulties to

be solved by ingenuity or patient effort (Dictionary.com, n.d). It is the type of application

developed by the project's proponents.

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Chapter II

REVIEW OF RELATED LITERATUREAND STUDIES

This chapter has presented conceptual literature that provides additional

information to the study, related literature that serves as supporting evidence, and

synthesis for the summary of the chapter.

Conceptual Literature

Different articles and studies are used on this part of paper to provide additional

information for the study.

According to Ma et al (2014) the introduction of smart phones in recent years has

altered the meaning of mobile phones. Phones are no longer merely a means of

communication; they are also an integral component of people's daily lives. People's

lives were made infinitely more enjoyable by a variety of applications. The mobile

terminal will, without a doubt, be the network's future. The Android operating system is

becoming increasingly popular in the electronics sector, particularly in the smartphone

market. Because of open source, some development tools are free, resulting in a large

number of apps. People were immensely inspired to use the Android system because of

this. Furthermore, it provides a very convenient hardware platform for developers,

allowing them to spend less time bringing their ideas to life. As a result, Android can

continue to improve.

Google released Android which is an open-source mobile phone operating

system with Linux-based platform. It consists of the operating system, middleware, and

user interface and application software. Certainly, Android is about to become the most

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widely used OS on mobile phones, but with Android comes a security vulnerability that

few users take into account. On Android Market, where users can download thousands

of applications for Android, anyone can upload their programs without having to submit

them to careful security checks. With the mobile capabilities, the Internet connection

capabilities and complete software platforms available, the future of mobile web

application appear limitless (Holla and Katti, 2012).

In modern information and communication age mobile application is one of the

most concerned and rapidly developing areas. But Mobile Application uses, and

development is a new and rapidly growing sector. There is a global positive impact of

mobile application. According to Islam (2010) using mobile application in developed

country are becoming facilitate and people, society of developing country are upgrading

themselves and making a new type of IT infrastructure. Gradually the uses of mobile

applications are increasing corresponding to the use of desktop applications. All of the

mobile manufactured companies and mobile application developer companies are

increasing the capacity, quality and functionality. The study concludes that modern

mobile applications are more capable and more usable for the user and the global

impacts of mobile applications are going high.

The mobile applications, particularly games are becoming more user friendly as

the time goes on. Smartphone users make up around 40% of the mobile phone market,

due to improved knowledge among young people, the current trend, and lower prices.

With mobile phones, many people will enjoy playing games. Having people’s favorite

game on their mobile device is a significant gesture in and of itself. It lets users to

download games for free or for a fee, which might increase the game's market value.

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Games for the Nintendo Wii, Nintendo DS, Xbox 360, PlayStation, PC, and mobile

devices are becoming increasingly popular (Spec India, 2011)

Carvalho et al (2012) states that mobile games can be utilized for a variety of

purposes, including  personal leisure as a social stimulus  interactivity as a teaching and

learning support to  process or as a testing ground for new ideas  design concepts or

technology In terms of education,  Games are very essential for students to learn in this

discipline  acquire learning skills that enable them to quickly abstract

concepts or algorithms. Specifically, in learning, puzzle games have achieved beneficial

benefits process.

As a form of entertainment, mobile games are characterized as interactive virtual

experiences that take input through user- controlled interfaces. The wide variation in

experiences that a user may encounter allows for moments of development and

learning. According to Bowen (2014) mobile games can act as a form of stress relief

with stress levels seeing a significant decrease in users who actively interact with

mobile games. Another study from Sharif (2005) states that playing mobile games has

long been known to provide health advantages, ranging from lowering depression to

reducing stress and even inducing a positive mood. As a result, many people have

begun to incorporate mobile games into their daily lives. Playing games for a short

period of time can benefit their mental health in a variety of ways.

There are numerous creative learning tools available today that can engage

learners in active learning. Continuing the topic of mobile games, it can enhance brain

functions, specifically problem solving skills. Green (2021) states that playing mobile

games specifically puzzle games on a mobile device can help users enhance their

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problem-solving skills. Many individuals confront problems in their daily lives, so training

their brains to solve them by playing a game or two every now and then is an excellent

approach to make life easier and more efficient. It will be especially advantageous for

students who struggle with problem-solving activities at school since it is easier to

engage them in a game.

The puzzle approach is an example of a strategy that can be applied. One of the

advantages of using the puzzle approach is that it encourages students' excitement and

willingness to learn. Furthermore, according to Rahmah (2016), a puzzle application

such as Crossword Puzzle is a media that encourages kids to think more imaginatively

in inserting letters so that they generate words based on the length provided. The

crossword puzzle technique is a great way to get kids involved in learning activities right

away, especially if they have a kinesthetic learning style.

In comparison to video games that require logical thinking and problem solving,

the puzzle games have been overly straightforward. The majority of puzzles involve

logical thinking and problem-solving abilities. Jagtap (n.d) states that when it comes to

puzzles, strategic and creative thinking are frequently required. Students can translate

their growing puzzle-based logic and problem-solving abilities to various contexts,

especially with some mentorship assistance. The study findings shows that puzzles can

do a lot of interesting things for the human brain. This puzzle game will benefit people of

all ages, including children, teenagers, and adults, by improving memory, logic, and

emotional skills. By playing this puzzle, individuals will discover that the entire family will

love it.

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Research Literature

Mobile games have become an increasingly significant component of most

children's leisure activities, as well as people’s society. Mobile games are becoming an

increasingly important aspect of our society. In comparison to rival video games, the

puzzle games were simple the majority of puzzles involve logical thinking and problem-

solving abilities. The objective of puzzle games is to solve a particular intellectually

challenging problem or complete a specific mentally challenging task. When it comes to

puzzles, strategic and creative thinking are frequently required. Users can adapt their

improving puzzle-based thinking and problem solving to various settings. For more

substantial foundation of knowledge about the researchers proposed puzzle application

this chapter will discuss different research studies that will serve as supporting evidence

for this paper.

Parimala et al (n,d) proposed the Mind/Brain Puzzle application, which allows the

player or user to play the puzzle game at any time and from any location. The goal of

this research is to develop a new game that everyone will enjoy. This puzzle game is

simply adorable and a little challenging to complete. It can aid in the improvement of

concentration. This is a puzzle that allows young children to concentrate on completing

the game with a pleasing image. The designed puzzle application includes clipped

picture slides that the user must swap in any direction to complete the image. According

to this study it requires to use the logic power, patience, facing difficulties in it. The

researcher indicated that people could enjoy this puzzle game while also improving their

memory, reasoning, and emotional skills by playing it.

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"LET'S PLAY JIGSAW PUZZLE GAME" was the title of Wan Nur Farhana Binti

Md Pareri's (n,d) proposed application. The researcher objective is to develop a

successful mobile puzzle game application that will provide users with a fun educational

puzzle game with a multimedia component, such as a wonderful user interface, visuals,

and fascinating shoot music, as well as a button and other features. It is designed for

youngsters to enjoy an educational puzzle game with media elements, such as a

wonderful UI, visuals, and engaging photos, music, a button, and so on.  It has many

benefits for today's generation, especially for youngsters, especially 10-year-olds, to

improve their thinking, test their patience, efficiency in solving problems, and more.

Furthermore, users will be able to enjoy the game without getting stressed or

experiencing any problems.

Carvalho et al (2012) study "GAME OF MULTIMODAL PUZZLES" proposes the

design of a puzzle game for the Android platform, as well as investigation of puzzle

solving methods across different interaction modalities. The Multimodal Puzzle Game is

a multimodal puzzle game, as the name implies. This app was designed for Android

devices and allows users to solve problems in a variety of ways. This study, in

particular, looked into whether participants solved a visual and an aural problem using

the same method. Players tend to solve visible areas first, leaving more abstract zones

for last, regardless of the interaction modality chosen. The study's significant component

is the understanding of player strategies, which can lead to puzzle game UIs being built

to accommodate users' preferred techniques or those that can maximize player

performance.

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"Chear Bear Puzzle" is an Android-based application proposed on the study of

Jagtap (n,d).This project gives an overview of the benefits of puzzle games and how to

modify those. The purpose of this research is to create a puzzle application that allows

young children to focus on completing the game while examining a pleasing

image.  Users can expect at least some skills to be developed while the children are

alone with this puzzle. Cognitive skills, emotional skills, memory skills, and so on are

some of them. This study concluded that this puzzle game will benefit all age groups,

including children, teenagers, and adults, by improving memory, logic, and emotional

skills. By playing this puzzle, individuals will discover that the entire family will love it.

Furthermore, it can help to increase concentration power. 

The proposed application of Kristianti et al (2018) ”Virtual Education with Puzzle

Games for Early Childhood”, concerns the use of multimedia technology for virtual

education and contains a puzzle for young children. The study's purpose is to develop

instructional game settings. The depiction of colors, shapes, and the introduction of

rules will be applied to the system. The game focuses on bringing aspects from the

surrounding world through images that can be used to influence the children. It works

with Android tablets and smartphones. The study concluded that learning that is

packaged in the form of a game has been shown to have a positive effect on both

children and teachers.

Synthesis

Additional information for the paper comes from the research on Conceptual

Literature. Ma et al (2014), Holla and Katti (2012), and Islam (2010) investigate the

meaning of mobile apps, including its function and societal benefit. They all come to the

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same conclusion: modern mobile apps are more capable and usable for users, and their

global impacts are increasing. The study of Spec India (2011), Carvalho (2012), Bowen

(2014), and Sharif (2005) presents a more in-depth analysis of mobile games, as well

as its benefits, which can benefit users in a variety of ways, including personal

enjoyment, teaching, and learning. In line with the topic of mobile games, Green (2021),

Rahmah (2016), and Jagtap (n.d.) research focuses on puzzle applications, which helps

to clarify the researcher's proposed application.

The goals, objectives, features, and conclusions of many puzzle game

applications are presented in research on Related Literature. Each application has its

own goals and objectives, as well as varied ways of benefiting people. The Mind/Brain

Puzzle application was proposed by Parimala et al (n,d), which allows the player or user

to play the puzzle game at any time and from any location while improving their

memory, logic, and emotional skills. The proposed application goal of Wan Nur Farhana

Binti Md Pareri is to create a successful mobile game application that will provide users

with a fun educational puzzle game with a fantastic user interface. The "GAME OF

MULTIMODAL PUZZLES" suggested application by Jaime Carvalho, Lus Duarte, and

Lus Carriço (2012) focuses on puzzle solving strategies across several interaction

modalities. The purpose of the suggested application "Chear Bear Puzzle" on the study

of Jagtap (n,d) is to design a puzzle game that allows young children to focus on

completing the game while looking at a pleasing image. Kristianti, Purnawati, and

Suyoto's proposed application, "Virtual Education with Puzzle Games for Early

Childhood," focuses on the use of multimedia technology for virtual education and

includes a puzzle for young children. The studies provided benefit to people in different

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ways but all of it all have the same goal in mind, which is to create a useful application

that can help people.

The researcher conclude that the proposed application will benefit users in a

variety of ways. The puzzle game will improve memory, logic, and mental health in

people of all ages, including children, teenagers, and adults. Furthermore, it can provide

a better understanding of gaming applications as well as a new perspective than what

was previously believed. Getting rid of the misconceptions and demonstrating that game

applications can be beneficial as well. Generally, Fallenventure can be used to maintain

and enhance user's problem-solving abilities.

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CHAPTER III

PROPOSED MOBILE APPLICATION

New Game
Continue Button Button
Achievements
Button
ESRB Rating

Help Button

Setting Button

Figure 2. Main Screen

Achievements Button. Opens the achievements menu for the list of achievements that

the player has or has not achieved.

Continue Button. Directs the player into their most recent level and continues the

game.

ESRB Rating. Provides parents and consumers details about what's in the game so

consumers can make decisions about whether games are appropriate for their family.

Main Screen. The front page that the user will see after they open the game. It will

show the concept of the game so that they have an idea on what they are about to play.

New Game Button. Directs the player into character selection and creates a new

game.

Settings Button. Opens the settings menu to adjust the games audio volume to their

liking.

Help Button. It is a control that the users can click to display the application help

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system. It includes Parent’s Guide, ESRB Rating, User’s Guide and Warning.

Chapter IV

PRESENTATION AND DISCUSSION OF MOBILE APPLICATION SCREENSHOTS

This chapter contains screenshots of the proponents' mobile application

Fallenventure for each activity.

First Screen Shot

Logo

Figure 2.1 First Screenshot of Fallenventure

The first screenshot shows the splash image of Fallenventure.

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Second Screen Shot

Knight Button Mage Button

Figure 2.2 Second Screenshot of Fallenventure

Knight Button. This button takes the user to the knight character, which is the

character that the user can use throughout the game.

Mage Button. This button takes the user to the mage character, which is the character

that the user can use throughout the game.

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Third Screen Shot

Heart Lives Pause


Button

Skill

Joystick Jump Button


Controller
Attack Button

Figure 2.3.1 Third Screenshot of Fallenventure

Attack Button. This button is required in fighting enemies. By simply tapping it allows

the player to attack and defeat the villains in the game.

Heart Lives. The number of lives is a finite number of health before the character is

eliminated.

Joystick Controller. It allows player to move to a specific location in the game. The

controller enable user to move in left and right direction.

Jump Button. The button allows the player to perform jump movements, which is

useful for moving up in the games with aerial specials.

Pause Button. Pauses the game if pressed and displays the pause menu.

Skill. Each characters has a specific skill where player can use to gain advantage

against the enemies.

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Large Hearts Small Hearts

Speed Shoes Attack Speed


Boosts Potion
Flying Shoes

Figure 2.3.2 Third Screenshot of Fallenventure

Attack Speed Boost Potion. A collectable item that allow the character boosts their

attack speed.

Flying Shoes. A collectable item for characters that can boosts jump height. It enables

them to easily complete the task in the game.

Large Hearts. If the player's health bar is almost empty this collectable item allow

characters boosts max health.

Speed Shoes. A collectable item for characters that boosts movement speed.

Small Hearts. It is a health pick-ups that restores the characters health.

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Checkpoint
Banner
Crates

Pressure Plates Non-Climbable


Walls
Non-Climbable
Walls

Figure 2.3.3 Third Screenshot of Fallenventure

Checkpoint banner (Re-spawn). It is a game feature that upon player death, player

automatically re-spawns to the last checkpoint with lesser health.

Climbable Walls. It is a game feature that allows players to climb up walls.

Crates. It serves as a tool to activate pressure plates and assist players in stepping up

on other blocks.

Non-Climbable Walls. It is a normal wall that are unclimbable.

Pressure plates. It is a game feature that can be used to activate and deactivate

certain features when it is stepped on.

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Arrow Traps

Spike Traps

Figure 2.3.4 Third Screenshot of Fallenventure

Arrow Traps. It is a game feature that if activated, arrows will come out in a direction

that can cause characters to take damage.

Spike Traps. It is a game feature that causes the characters to take damage if stepped

on.

Wood Platform

Figure 2.3.5 Third Screenshot of Fallenventure

Wood Platform. It is a game feature that if activated or deactivated the platform may

fold up or down.

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Enemies

Figure 2.3.6 Third Screenshot of Fallenventure

Enemies. It patrols an area and can actively resist players' goal and it serve as

challenges or obstacles in the game.

Boss

Figure 2.3.7 Third Screenshot of Fallenventure

Boss. To add challenge to the game the proponents include final enemy called boss.

The boss is a particularly large or challenging character who must be defeated at the

end of a segment of the puzzle game.

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Fourth Screen Shot

Pause Menu

Player Status

Resume Button

Main Menu
Restart Button Button

Figure 2.4 Fourth Screenshot of Fallenventure

Main Menu Button. Also called a "close" or "exit" button that allow players to exit the

game and brings to the main screen.

Pause Menu. This section of game is the pause menu where it contains controls which

players are able to use to reset, resume, move back to the main menu, and check

character status.

Reset Button. It restarts the game, losing the player's unsaved progress.

Resume Button. By simply tapping the resume button it enables player to continue the

game.

Player Status. It displays or contains the status of the character which includes the

following:

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Attack speed. It is the status of a character basic attacks speed. They are measured

and displayed as attacks per second.

Current health. It is the status of a character current health. It determines the amount

of damage or loss of health that a character took.

Jump power. It is the status of a character jump power and the higher the number of

jump power the higher of chance to jump over the obstacles.

Speed. It is the status of a character speed, determines how fast the character is.

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Fifth Screen Shot

List of
Achievements

Back Button

Figure 2.5 Eight Screenshot of Fallenventure

The seventh screenshot shows the Players achievement in game.

Achievements. This are bonus features to increase your users' engagement within the

game. Achievements range from simple tasks the player would do such as eliminate a

knight.

Back Button. It allows user to navigate to a previously viewed page or feature of game.

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Sixth Screen Shot

Volume

SFX

Figure 2.6 Sixth Screenshot of Fallenventure

Settings. The environment where the player can adjust the actions in the game.

Sound effects (SFX). It allows the player to adjust the Sound Effects Volume of the

game (SFX) (all the sounds that objects in the game make).

Volume. It allows the player to adjust the volume of the game.

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Seventh Screen Shot

Parent’s Guide

Back Button

Figure 2.7.1 Seventh Screenshot of Fallenventure

Back Button. It allows user to navigate to a previously viewed page or feature of game.

Parent’s guide. An introductory guide to the game for parents it includes tips and guide

about the games features.

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Figure 2.7.2 Seventh Screenshot of Fallenventure

ESRB Rating. In addition on ESRB Rating on main screen the proponents include it on

help button to provide better understanding about age restriction.

Figure 2.7.3 Seventh Screenshot of Fallenventure

User’s Guide. It contains instruction on how to play the game and it is intended to

assist users in using the application.

Figure 2.7.4 Seventh Screenshot of Fallenventure

Warning (for violence). It is for consumer product/application safety. The player or

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users need to be aware to help them stay safe and have positive gaming experience.

Chapter V

SUMMARY AND RECOMMENDATIONS

Summary

Fallenventure is a puzzle platform mobile application that allows players to play and

solve puzzles at various levels. Its goal is to improve learners' or users' abilities to solve

problems while also providing amusement through mobile phones. There is a section

where players can select their character and level. The game includes exciting features

such as pressure plate, enemies, items, boss and attack option that keeps players

interested and engaged in the puzzle.

The proponents aim to answer the statement of the problem as follows:

1. How to create an effective puzzle application game?

2. What is the purpose of the mobile application?

3. How does this application benefit the users?

4. How does the mobile application function?

Fallenventure's main goal is to develop a gaming application that helps users to

improve their problem-solving skills while having fun on their smartphones. In

constructing the mobile application, the proponents utilized Adobe Photoshop for

design, Unity's game engine with C# programming for the coding. The mobile

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application consists of different components such as character selection, traps,

collectibles, and mechanism for trap and enemy that can keep players engaged.

Recommendations

The following recommendations are hereby given to strengthen the study:

1. Fallenventure can be used to help users improve their problem-solving abilities.

2. Since it can be accessed on mobile phones, users can be entertained at anytime

and anywhere.

3. The application can provide entertainment to players while enhancing their

problem solving skills

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