Idiocy Insanity is a comedic game, putting the player in the shoes of Ned, a small nerd who decides to “enlighten” people by going to public places and throwing books at them. As he does this, he can slowly knock people out and earn karma to spend on upgrades.
Most of the game is separated into short survival stages, where the player must achieve a certain score before time runs out. When Ned takes damage, he loses some of his IQ, but defeating enemies increases his IQ. So long as he reaches an IQ goal by the end of the time limit, he will pass the stage and can continue the story.
There is also a large side component of the game centered around the internet, which is presented as a randomized challenge dungeon with a focus on replayability.
The player travels across an entire city, meeting strange foes such as sign twirlers that throw their signs, rappers that inflict damage as long as their music is audible, and reckless drivers who drive without waiting for pedestrians. A total of 30 completely unique enemies exist across the game!
Idiocy Insanity dedicates itself to making the player laugh, featuring an absurd premise and a tongue-in-cheek sense of humor. The player earns "karma" from an equally delusional librarian to purchase upgrades, for example, and the game never shies away from making jokes about our current culture.
In addition to the main campaign, there is a challenging randomized section themed around the internet. Upon entering it, a random set of enemies, weapons, and terrain are all built around the player, ensuring that they will have to adapt to a new situation every time!
Team management and leadership
Conflict resolution and coordination between differing perspectives
Presenting viable products to essentially our "product owner" and the general public
Unity Engine and Adobe PhotoShop
Idiocy Insanity is a project that I led for nearly two years, coordinating multiple artists and a coder to create a game that was almost published. Unfortunately, due to all of us moving apart at the start of college, the final product was never released, but it still served as valuable experience both in game design and in leading a team.
In addition to my work as the Game’s Director and coordinating the team, I also programmed the entire game with David Richison, balanced the gameplay flow and loops, and wrote the story for the game.