Greed
Greed was my first foray into actual game design and was created as part of the Global Game Jam 2021.
In Greed, the player finds herself locked in a dungeon after the real heroes have already killed the main boss and looted all the items. The player’s goal is to scavenge the leftover loot, find a key, survive, and then leave.
There are ghosts all around this dungeon that the player must fight and kill. To fight, the player can only use the loot that they are trying to scavenge. However, there’s a catch. The weapons have durability and will break. Thus, if you use a weapon that’s too valuable, you might not actually be able to leave the dungeon with it. The better the quality of the weapons you can scavenge, the higher your final score will be.
I was involved in the level design of this project. The main idea was to have a big hub and a point of interest at the very center of the world. Then, we had several different rooms, each of which could be reached via this central hub. The rooms themselves were also all connected via smaller tunnels. So, you didn’t need to go back to the main hub if you didn’t want to. These different paths could be used to optimize your path so that you can find the key faster.
We initially wanted to use opening/closing doors in the project; however, since we had only 48 hours to finish the project, we decided that the animation was out of scope. But, I still placed closed/locked doors all around the game world. They were never meant to be opened, however, they added to the illusion that the place was larger than it actually was.