Semester project, team size of 4.
Role: Game designer
Focus: Level and content design
Engine: Unity
Platform: Windows, controller
Development time: nov. 2022 - jan. 2023
Link to itch page: https://ivyyy294.itch.io/kontorlooted
Kontorlooted was my first game designed and developed. I focused on designing the level and the wares bought and sold by the players. This project gave me a good insight in level design, something that I decided expand upon on the following projects.
Kontorlooted is a local multiplayer co-op and competitive game where the players control warehouse workers in order to buy and resell goods for their Kontor. The game is played in an angled 2D top-down perspective and can be played in a 1v1 or 2v2 mode.
The game features a historical theme, being inspired by the expanding German kontors from the 13th century.
The gameplay consists of rounds, where players must buy and sell goods to earn money, as well as manage their reputation - which they gain or lose by attending to villager's requests.
Core mechanics and game flow
While the general vision of the game was made in group, the core was designed by me and the other designer in meetings. Our goal with the game was to create a fun game where players must buy and sell items to the citizens of the town. To win, a team must must have more reputation than the other by the end of the week, and to gain reputation they must sell the items as they are requested by the citizens. Boats appear with free selection of random items, while the market sells the same set of items. Not all items will be requested at all times, so teams must store their items in their storage, their Kontor, for later usage.
I was fully responsible for designing the level and some of the game's assets.
Level design
When creating a level in a competitive game, it is important to keep it fair for both teams. The design of the town went through multiple iterations of the same concept: Kontors are perpendicular to the shops, and each are in opposite sides of the map.
This symmetrical layout made it so players take the same amount of time to go from the docks to the market, where they buy and sell their wares, while also passing trough their Kontor storage. The paths that connect the storages allow for players to sabotage the other team by placing obstacles in their paths.
Wares - ideas and assets
On top of being bought and sold, items can spoil or break, being worth less and reducing the players reputation when sold. To avoid that, player must be careful when carrying small items as hitting walls can break them, or store them in correct areas inside their Kontor.
During the development of the game, our artist had to step aside for a some time, so I not only designed, but also drew the assets for some of the items. Wares have different sizes and properties, changing how the player interacts with them. A plank of wood is very heavy, but it takes a while to break and sells for a lot, while a jar of jam can break with a single hit in full speed.
But what can I do with a broken jar? Well, being a competitive game, broken wares are your strongest tool against the other team. Players can place items as obstacles to make traversing harder for the other team. The level was designed with the intent of player sabotaging the others, for example having bridges that can cover a small jar on the floor.