David's Day Off is a 2.5D game where players will play as David, where players will fight off enemies to save their students from the evil company Evilition.
We made David’s Day Off as a part of the 2023 Indiecade Hidden Heroes Game Jam by 10 Bradley University senior capstone students.
Davids Day Off ranked 3rd overall and in gameplay among 33 entries in the game jam.
- Design & implement various levels into the game
- Implement gameplay designs and puzzles into the game
- Discuss gameplay ideas with designers and programmers
- Implement textures and animations into the game and levels
I sketched layout ideas for the levels on paper to visualize how the player could move around the environment. Our team kept a quote from our professor in mind, "5 minutes of awesome is better than 30 minutes of mediocre." while designing the game, so I knew to keep the levels short and sweet.
Below are the levels I designed with their progression from whiteboard to paper to greybox and the final.
First Level:
To introduce the player to the game's two main mechanics, club hitting/throwing & dev ability, I laid out three scenarios for each mechanic where the player would use them to progress, where players could quickly become familiar with the base mechanics for future progression.
I centered the level's layout around having quick bursts of action while feeling like you were progressing by
Second Level:
In the previous level, I incorporated the first iteration of puzzles into the games with the clubs throwing mechanic; I wanted to expand upon that in the second level. I designed the throwing puzzles with a red metal material and a spotlight on the object to communicate what items could be hit with their club to progress the level.
Initially, the player's spawn was on the current exit
Third Level:
For the final level, I wanted to mix the puzzle, fighting, and dev console ability into one, so I created a puzzle where players would need to hit the button to see which door didn't have enemies behind it. Enemies would spawn if you went through the wrong door and damage you before you reached the final boss fight.
I didn't make the buttons necessary to hit to progress to preserve pla
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