Death to Love

Platform: PC (Downloadable) 

Engine: Unity

Team Size: 15

Project Duration: 10 Weeks (1 week preproduction)

Playtime: 10 minutes 

Build: itch.io

Game designer

Designed 2 characters & 2 enemy types, optimized combat feel and enemy cadence prioritizing viscerality, restructured game flow and mechanics based on scope.

Additional Responsibilities

UI designer

Wireframed and implemented all UI, including menus, character select, dialogue, and HUD.

Programmer

Implemented the combo and dialogue systems

Postmortem

Designing for "Melee First"

A core pillar of the overall experience was to stay true to the classic beat-em-up formula: no matter what we introduce, it has to be in service of a nice and heavy melee blow. 

We were inspired by this Vlambeer video and added/modified some features to hone in on the visceral experience of a well-landed blow, contributing to our pillar of "Melee First".

One of the first prototypes of the game. There was no hitstop or particle effects, and the temp animations we used resulted in very "lanky" and slow hits.

UI: Funtionality vs. Style

The original UI was largely focused on functionality and readability over aesthetics. Using blocky minimalistic buttons and simple sans-serif fonts, we wanted the focus to be on the information provided by our UI, not the appearance- since we wanted the players to focus on the action, not the surrounding information.

However, playtesters pointed out that the minimalistic UI felt dissonant from the punk rock theme of the game. From this, I learned that UI needs to be cohesive and consistent with the narrative and visual aesthetics of the game. Thus, we revised our UI to visually match the punk rock aesthetic, which actually allowed for even better immersion.

The first UI wireframe done in Figma. I focused mostly on placement and translation to clean Unity UI- maybe a little too much.

Iteration: Core Mechanics

Version 1: Sniping Mode

Version 2: Super System

Version 3: Slide System

Conclusion

This was my last project with my longtime team, and I learned a ton- from game feel to designing around a certain constraint to even UI. 

+Big team- 15 people! Learned a lot about communication and work delegation, and how to respect people's time.

+Unforgettable lessons about game feel- learned that actions that feel good can serve multiple functions. 

-I wish the full design had a chance to be implemented- especially knowing that art was our only bottleneck. 

-There are some narrative ideas that I really wanted to push for, like more neurodivergent and trans representation, that were cut due to time constraints. 

Power-ups and throwable objects are some of the content that got cut due to art constraints.