A 2D local co-op game where you and your friend play as two drunkards at a beer festival. To achieve victory, both players must fight the other by collecting and throwing beer bottles across the field at each other.
Initially developed for Global Game Jam 2024 (theme "Make Me Laugh") under a 48 hours time constraint.
UI Design
A selection of implemented buttons in different states.
Drink, Drunk, DUEL! is a game that is themed around alcohol, which inspired me to find references from vintage beer bottle designs. After some investigations, I have decided to go with the font Laclede CAT to recreate buttons that have style similar to those seen on vintage beer packages.
In Drink, Drunk, DUEL!, we have designed two characters, William and Pablo who can be easily identified by their hairstyle and beard style. To reflect these changes, I discussed with the character artist Chloe to come up with a color palette that is appropriate for in-game display.
The Health Bar (Will-To-Fight) design aims to imitate gibberish/swear words that men in fights often throw at each other, hence involving a set of randomized symbols commonly seen in comics as expressions of irritation and confusion.
The compiled UI elements for in-game screens.
Drink, Drunk, DUEL! initially used a tutorial done under 30 minutes due to the time constraint. Later, I was able to gather player feedbacks and create an more user-centric version of the tutorial.
Swipe left to view the older version of the tutorial.
Production
The role assignment documentation (above) and the google drive folder that contains all the documents and assets, each with their respective name that follows consistent naming convention (right).
As the agreed-upon producer of the team, I created and updated shared documents and folders that helped the team to...
discuss and assign roles and duties
plan timelines and keep track of individual & team progress
organize game assets and design documents for easier locating
The left document is a screenshot of the timeline that I have created for our team over the 48-hour span. The timeline specifies individual tasks down to units of 30 minutes.
As the producer of the team, I was responsible for checking at these timestamps with each member to keep track of tasks and ensure progress.
Considering that the team is consisted of members who are more fluent in Mandarin than English, it is agreed upon that communications would be conducted in mandarin. Likewise, this is reflected across most internal documents such as the timeline.
Usability
Over the timespan of approximately 2 months, I was able to cooperate with my partner to create a RITE sheet.
From the RITE sheets, our team was able to achieve a variety of things, including:
locate and fix bugs according to player feedbacks.
recording play feedbacks from playtest reports
keeping priorities of bugs and suggestions.
locating bugs effectively based on "where in game"
Marketing
After the Game Jam is over, our team decides to advertise Drink, Drunk, DUEL! in the form of gameplay trailers across multimedia platforms in order to gain more exposures.
I was in charge of both the making of the promotional video, as well as writing the captions for videos. Ihad also been keen in updating the team with analytics and discussing further marketing strategies.
Drink, Drunk, DUEL! had been uploaded to itch.io in WebGL format in order to be playable through web access.
Updates such as bug fixes or new features are reflected on itch.io in the form of DevLog entries, written by me.