Summary of Core Gameplay: This intrinsic game is a 3D Puzzle Platformer that takes place in a Sci-Fi corporate establishment. The players have to reach the top floor of the establishment using the three core mechanics. Each level introduces a unique AI behavior system that portrays the behavior pattern of male employees and the problems faced by female co-workers.
Target Audience: The intended audience of this game is primarily casual or non-gamers of both genders from the age range of 16 to 35. Since the message conveyed in the game is more oriented towards the matured audience.
Story Beats
Level 1
Game Structure: The game features a 3-story establishment. A total of 3 Levels. The initial two levels introduce the player with core mechanics and are divided into three subcategories (Learn, Play and Challenge). The final level (Lv.3) tests the player’s skills in an open map. //If the player falls off the map, they start the game from level 1 with all the mechanics.
Level 1 AI Behavior: NPCs in the Room will switch their table and run away from the player whenever the player enters a room. The player starts the challenge section with three other Competitors. These can run faster and jump higher than the player, giving them an unfair advantage.
Level 2 AI Behavior: The player starts the challenge section with three other Competitors. These can glide higher and for an infinite distance. This feature is a metaphor for the gender pay gap. Also, if one of the competitors falls, they have a safety net protecting them.
Level 3 AI Behavior: The player starts the challenge section with three other Competitors. These can glide higher and for an infinite distance. This feature is a metaphor for the gender pay gap. Also, if one of the competitors falls, they have a safety net protecting them.
Balance Changes and Iterations: The initial idea of the game involved having a portal as the core mechanic. However, this idea was scrapped because it could not form a stable dynamic with the other mechanics. Five levels instead of 3. Given that the development team had less than six months to develop a minimum viable product of the idea, this decision was taken. Teleport instead of Grapple. The mechanic Grapple was causing physics-related inconsistencies during the gameplay; hence it was exchanged for a similar functioning mechanic, which did not involve control physics. Choosing a floating robot over something with four limbs. This decision was taken due to the technical limitation that the development faced during mapping the 3D model’s movement with animation.
Team Picture
Made with
Mobirise