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HANGOVER BROTHERS

Level 1-3

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(Initial concept, scrapped for being too complex.)

These initial levels introduce players to their basic movement and three core gameplay mechanics:

-Grabbing objects.

-Cleaning tasks

-Throwing objects.

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It also introduces different types of task, and the concepts of each task needing a specific object to be correctly cleaned up.

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These levels went through several iterations due to constant testing to see if they were truly able to convey all of the mechanics to the player.

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Lvl2_Blockout.png

This basic sketch would serve as the base for the first three levels, with some iteration over the levels to make them more distinct to each other

Level 1 blockout

Level 2 blockout

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Level 1 beta final

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Level 2 beta final

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Level 3 beta final

During the final iterations of the tutorial areas  we mainly changed the introduction of the gate mechanic to level 2 and 3, after the player had been acquainted with the object grabbing mechanic.

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The layout of the levels was also changed to make it more unique between each level, and the size of the rooms was adjusted so that new players would feel less overwhelmed.

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The final art pass for the release version of the game had its collisions completely redone to account for the newly placed assets, to make sure that gameplay remained smooth.

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Level 1  release final

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Level 2 release final

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Level 3 release final

Level 4

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Level 4 introduces to the player the main game mechanic, the chaos bar, the level was designed in a way that utilises previous concepts and doesn't introduce any new ones, so the players would be able to grasp the concept of the chaos bar adequately from the tutorial prompts and audio queues used in the level.

The design of the level didn't change much during testing as it proved to be quite adequate at accomplishing its objective.

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Level 4 beta final

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Level 4 release final

Level 5

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Level 5 introduces to players the player throwing mechanic, the level starts by sealing players in the upper area of the level and stopping the timer until the players complete the given task in the area, which requires learning the basic player throwing controls, once they complete this task, the level opens up and continues as normal.

The level was slightly tweaked and some areas were adjusted to make play smoother, but other than that the layout remained exactly the same.

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Level 5 beta final

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Level 5 release final

Level 6

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Level 6 introduces drunk people to the players, the level is relatively simple to give players ample time to get used to the new game mechanic, which allows players to throw drunks at tasks so that they complete the task.

The layout remained exactly the same throughout the development of this level, testing showed that it worked decently well.

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Level 6 beta final

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Level 6 release final

Level 7

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Level 7 introduces the new "mess" mechanic, whenever drunks are not given a task to do, a "mess" is created on the ground that interrupts the player's movement and hinders their progress, this forces players to constantly use drunks to solve tasks.

The layout changed slightly, the original goal was to have both players be able to move about the level freely but also be restrained to specific areas due to the way all of the tasks and level layout is setup. After extensive testing we saw that players didnt use drunks to solve tasks and instead threw the other player at the task to solve.

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The level was revised and a separating barrier was added to the level.

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Level 7 final pass

Level 8

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Level 8 introduces tasks that require 2 materials to complete. The original design include the garage shutters introduced in the tutorial level but these were cut due to them being too tedious to deal with during playtests.

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Instead two barricades were placed and extra time was given to the players to better balance the level.

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Level 8 final pass

Level 9

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Lvl10.png

Level 9 introduces the rivers of beer mechanic, these rivers help the players transport materials through the level, akin to a conveyor belt.

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The level design didn't see any major changes compared to the sketch design and playtests showed that the mechanic was quickly and easily understood without the need of a tutorial.

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Level 8 final pass

Level 10

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Level 10 is the game's final level, it reintroduces the window shutter game mechanic and uses a combination of all previous game mechanics.

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The level's design did not see any layout changes but it was heavily iterated on in terms of balancing and task timing.

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Level 10 final pass

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