In 4th year at IIM, I was working on a video game project with 4 of my classmates. I was actually game designer/level designer and pixel artist on this project which is a nervous adventure and action top-down game. It is also a only two player game, in cooperation. Edbong has been under developement since 2018 november until 2019 june.
Here is the link to the itchio if you want to download the prototype of the game's first level ! https://edbong-studio.itch.io/edbong
Moreover, Edbong has won the best gameplay's prize at Hits Playtime 2019 !
The game is about two players linked by a chain : they share the same amount of life points, and can only use their chain in order to kill enemies. They have to go through each level in order to meet a boss. Their only weapon is the chain between them, and they can use it to slice enemies, to surround and strangle them, and to push them against traps. Players will also have to be careful to traps (as spikes, holes, etc.) during their adventure. Finally, they also have the possibility to dash and to attract one another (to escape enemies attacks, or traps for example) .
My personal role on this project was to work on the game design and level design by thinking of the possibility of what players can do with their chain. Here is a link to some of the creative briefs on which I worked. I worked a lot on the 3C of the game (character, camera, controller) , by discussing with the team about what would be the controls of the characters, what will be his possibilities (dash, use of items) , the length of the chain, how the life will be share between two players, etc. We also worked a lot on feedbacks, for the game to be enjoyable when moving and slicing enemies.
As a game designer, i worked a lot on the general game feel, in agreement with developers. The goal was to create an enjoyable feeling when players are slicing, or surrounding an enemy. We also spent a lot of time to do playtests, with other peoples, in order to get new feedbacks, and fix some issues. Here are some of the flowcharts that i've done as a designer on the game.
We realized the first level of this game by using the rationnal conception process : our game is based on the idea that we only kill with the chain, so, we created variety by working on different enemies types that all have little differences.
As a level designer on this project, i worked on the first rooms placements (discussing about the shapes of the room, about the enemies placed in each rooms, the traps, etc.) . We did multiple iterations in order to find the right way to teach players how they could use their chain to kill enemies. We also had to tweak some values to create the most consistent level possible.
Here are some examples of room that i have designed for the game. There aren't all integrated in the game, because we created a lot of rooms, for having a large choice, and filling our level.
Finally, i also have participated with all other members to the communication of the title ! Here are the links to our facebook page and our twitter page if you want to follow the project !