Game Design Document

The *Game Design Document* for *Unworthy Roses* serves for all design purposes for the whole development of the game. From mechanics, features to characters, all of the game is documented in this page.

It will continue to keep updated throughout Production.

## Game Overview

### Synopsis

Valeria, a succesful entrepenuer that likes punching her way out of trouble, and Irene, a maiden's disciple expert in martial arts, enter the underworld in the hopes of finding the treasure hidden within.

Armed with a pair of Gauntlets and a Spear, they will have to survive in the depths of this demon infested wasteland fighting together to defeat demon hordes of all kind ... in style.

### High Concept

***Unworthy Roses*** is a Top-Down Perspective, Co-op 3D Hack and Slash PC game, where players take control of Irene and Valeria, two girls that must free the Modern Human World from the Ancient Monsters from the Underworld.

### Overview

* **Platform:** PC
* **Controls**: Xbox Controller
* **Players:** 2 player co-op.
* **Genre:** Hack and Slash
* **Engine**: Unreal Engine 4.24

### Vision Statement

Our goal is to develop a short game over the span of 4 months of Production that will showcase both individual and team abilities at *Edgy Entertainment's* disposal.

### Design Pillars

The following are our **Design Pillars** that will hold our game's vision throughout its development:

#### 1. Complementary Combat

Valeria and Irene's combat style must complement each other in order to achieve victory against the enemy encounters throughout the game.

**For example:** enemies are beginning to spawn from the walls surrounding the players. Valeria can attack one enemy at a time while Irene can hit multiple enemies at a time. Valeria, the hard hitter, will be focusing on the stronger enemies or helping Irene clear the weaker enemies by one-shotting them. Irene will be focusing on clearing enemy waves, or helping to defend Valeria while she attacks the stronger enemies.

#### 2. Made for Co-op

Our game must play and feel as though it’s built for Cooperation between two players. There is no progression without each other. Both gameplay and level design heavily rely on this pillar for decision taking. For example, a puzzle is designed in a way that Valeria and Irene are both needed the entire time. Valeria and Irene may both need to stand on a pressure plate at the same time. Another example can be Valeria punching a block to move it while Irene is focusing on protecting Valeria from oncoming waves.

#### 3. Edginess

Both characters and the overall environment of our game are based on *Edginess*. This implies cocky personalities, ridiculous and fancy clothes along with arrogant dialogue.

**For example:**

* Here what the team perceives as a NOT *Edgy* User Interface:

* On the other hand, here's a video from our Prototype for our Main Menu. (Captured like this and not improven due to the CoVID-19 pandemic) Original Footage is still @ VFS' Game Design campus.

MainMenu PrototypeMain Menu UI Prototype
* Our UI contains animations that are triggered when hovering over different buttons along with camera movement. (\**Characters and animations our not ours and are only meant for visual representations*\*)

## Character Design

### **Overview**

The year is 2020

Demons and Humans live in the same world separated by a magical seal keeping the demons buried underground. But, in order for the human kind to keep the demon forces at bay a sacrifice is needed...

Every 7th decade, when the moon is full, humans send tributes to the demonkind, people who have nothing to contribute to humanity, murderers and killers brought to justice, but there are some people that enter the Underworld willingly, with hopes of finding all kinds of treasure, these people are the tastier…

### Irene

#### Overview

Shrine Maiden (*miko*) trainee on a reformatory. Serious attitude, short temper.

The mikos are known for participating in ceremonies, but also as exorcists.

Her weapon of choice is a combination between a *guandao* (Chinese weapon) and *gohei* (used for ceremonies).

Sport gloves for better handling and maneuvering.She usually wears a pendant, representing her bond with her master and her other colleagues, who are lost in the underworld.

#### Statistics

 Sexual Identification
 Age
 Weight
 Height

#### Character Concept

Irene's 2D ConceptIrene Expression Mockup

#### Backstory

A maiden living in a shrine gets the knowledge from her master about the demon worlds and is looking for her 2 shrine maiden friends and a cure to save her master from a disease.

**Life as a kid thief and prisoner**

Previously a thief, she got captured at the age of 10, when she witnessed how her parents abandoned her right before her eyes. She was put in a young detention centre, where she was abused by the inmates and got in a lot of fights. She made a lot of attempts to escape, only ending in failure.

At the age of 15, she managed to escape in her last attempt for a long time: 4 days. However, she couldn't find food and a place to rest, until one night, at the outskirts of town, she found a shrine and a *dojo*. She sneaked in and stole some food supplies and some money from the donation box where she got discovered by the shrine maiden, Horai, who threw an *ofuda* nearby, creating a boundary box around Irene. Horai turned lamp on and saw the worse condition of Irene, who was desperately trying to break the seal. Horai, surprised and a bit confused, stayed one minute staring at her, just trying to come into her senses and try to warn the authorities, when Irene started to cry and beg for mercy to bring her back to the detention centre. Horai didn’t stop until she heard unusual crack sounds, she turned back and saw Irene trying to crack her head and her body open ergo breaking the seal until she fainted.

**Shrine maiden training days**

When she woke up, she noticed that she was still in the dojo and her wounds were treated by some of the disciples. Horai came up, and interrogated her. Irene limited herself to answer anything but what happened when her parents abandoned her. Then, Horai made the decision to take good care of her, as well as put her on a strict discipline and training on the shrine duties if she was willing to accept. Irene agreed, and asked her why she was doing this, only for Horai to answer that she acted with instinct and that she heard about the dubious reputation about the detention centre. Irene couldn't help but notice that there was something missing behind her actions.

For the next 7 years, she dedicated herself to training under her custody, changing her attitude and her ways, developing a bond between her, her master and the rest of the disciples: Aya, a serious and play-by-the-books girl and the most experienced disciple, Chunhua, a cheerful girl with a Chinese background, and Aoi, a caring, yet troll girl with great health abilities and the youngest of the group. The dojo teaches the principles and fundamental basis of Judo and Aikido, however, sibce they are in a multicultural region, disciples are allowed to bring some external moves if permitted. Irene mixed between the Naginata fight style and Jo Suburi with the Shaolin monk style, Yin Shou Gun (learned by Chunhua). Although she developed a great skill in physical combat, her magical side is still low in comparison with the others (seals, heal, exorcism). She also learns from her master about the existence of the underworld, its secrets, the purpose of it and the dangers that surround it. Irene got really interested and tried to ask more, but Horai stopped her and told her not to enter the underworld by any means.

**The exorcism ceremony incident**

On an usual ritual ceremony, coinciding the date of the demon king, Irene was in a supportive role, helping Horai and the others when suddenly, her master started to act strangely and erratically. The disciples were about to help her but she imminently attacked one of them. The rest jumped into action and managed to bring her down, realizing that a demon had possessed her. They managed to get the demon out of her body and exterminated it. The incident was noticeable enough that the authorities of the region became involved. The reputation of the shrine was put to the test. To make matters worse, Horai’s health had started to decrease. Some of the disciples who witnessed the incident didn’t come back, only leaving Irene, Aya, Chunhua, Aoi and some few alone. They tried to heal her master, but it didn’t seem to work. Running out of options, Irene proposed to search for a cure in the underworld, only to back off. Later, Aya came here and she agreed to the idea of going to the underworld, but only she and Chunhua can come, arguing that they are most prepared and that she felt guilty about what happened because she was one of them responsible in the ceremony. A week passed and they didn't come back.

**Preparations to the Underworld**

Horai woke up and when she learned what happened to them, she got depressed. Irene couldn’t take it anymore and before she got up, Horai stopped her by telling her this: "Irene must find Aya and Chunhua and get out of here as soon as possible, and forget about the cure." Irene tried to argue back, but Horai answered back that it's not worth the risk, confessing the next: "usually the Underworld opens each 7th decade during a full moon and ends at the next one. But, there were rumors that people managed to enter the underworld before the date." She was one of them with an old friend who looked so much as Irene as teenagers. Things got worse lately when they dug deeper. Both managed to escape, but her friend got obsessed about the treasures. They fought and argued, breaking their relationship and that friend left the shrine. Just as Irene was about to ask more about the Underworld and her old friend, Horai suffered another heavy blood coughing attack. When Aoi managed to stop the coughing, she told Irene to keep a promise to find them as well as the cure, while she will be taking care of their master. Irene geared up and took her leave to the Underworld.

Despite her weak magic powers, she eventually heard the rumour that some people are trying to enter the subway. She sneaked in, entering through the tunnels. She was looking for an opening when, suddenly, she bumped into Valeria. Looking at her and trying not to risk another person, she was not willing to work with her at first, but then, she felt something nearby. It was an opening, they entered and got teleported into the demon realm.

### **Valeria**

#### Overview

As a demon hunter, she uses a mask to scare her targets, but most importantly because she likes looking cool. She likes accessories that make her look good, such as her bracelets. She has one broken horn that she lost in her first fight in the demon realm. She also wears her favourite jacket with the sleeves folded to her elbows to deliver better punches, and she likes showing her skin. She has a skull belt because the demons shredded her leggins and they were falling off so she killed a demon and made a belt with its

skull.

#### Statistics

 Sexual Identification
 Age
 Weight
 Height

#### Character Concept

Valeria's ConceptValeria's Concept with Enviroment VTAR

#### Backstory

**A night in Wall Street**

A successful entrepreneur who managed to run the stock market like no other before her and now earns more money than what she can spend. She spends her wealth in fancy clothes, makeup and anything she can think of, but she always wants more in the hopes to fill the hole her parents left behind.

One night, coming back home from a fancy and very expensive dinner, she saw one girl being assaulted by two men right behind what looked like a bar. She wanted to keep walking but couldn't bear the sight of another woman being treated like that, she jumped in to defend the poor girl, swinging her fists right and left she managed to knock one of the guys out but suddenly encountered a fist right to her chin. She woke up in a hospital bed, with bruises covering all her body and face, but next to her bed there she was, the girl from the bar, she stood up as soon as Valeria opened her eyes just to thank her for saving her... but Valeria didn't care about that, she was filled with excitement and a new discovered passion, feelings she had not felt for quite some time, she felt alive.

**First rule of the club…**

Valeria began her own fighting club soon after, she loved seeing men fight, but she loved fighting even more. She attended the club every day after taking care of her business and quickly enough she became the best fighter of all, beating even the strongest and meanest of men. But word ran fast, and eventually everyone knew who Valeria was, but most importantly how much money she had in her pockets.

People started following Valeria after leaving the club, they got closer and closer until one day she was cornered by a group of people she had never seen before, she barely managed to fight her way out, knocked every one cold, but this kept happening and eventually she knew she had to take on more serious measures, she didn't want to hire men to protect her so she bought two big Dobermans, they were huge and she liked their style but mostly their bite. The dogs helped keep thieves at bay but the money and the wealth was too tempting.

**The fist and the flower**

One night, the followers were too many to even count so she decided to flee, but she turned in the wrong corner and the only way out was down into the old subway station, she went deep into the tunnels to get away from them. There, in the darkness, she found a girl, she seemed to be looking for something...

Irene was looking for the entrance of something she called the "Underworld" and bumped into Valerie, she looked very strong and so Irene asked for her help in exchange for the treasure that was promised in the demon realm. Valeria was convinced by these allegations of such a treasure, and considering the circumstances, she accepted the challenge.

### **Demon Lord Armirrant**

#### Overview

Armirrant is a Demon Lord but this doesn't interfere with the fact that he likes dressing with clothes inspired by the people he eats when they come down to pay a visit to the Underworld.

He has a big smile all the time, always showing his sharp teeth to scare visitors. He also lost one wing in the battle to become the demon lord he is now, but he still can fly and visit every part of his underworld with ease, always in the lookout for newcomers.

#### Statistics

 Sexual Identification
 Age
 Weight
 Height

#### Backstory

Armirrant was created as a sentinel for the underworld, keeping an eye on every movement that went down in the realm, such as human visitors, demons slacking off or even rebellions, even though he doesn’t have eyes he saw everything. But Armirrant wanted more, he grew tired of following instructions and always being the small part of something bigger, so he decided to become the Demon Lord himself.

He already had all the knowledge he needed to overthrow the current Lord, so all he needed was to prove his strength… but not really, he knew that talking to the right demons and blackmailing some others, he could get the information of how to defeat the Lord without fighting, and so he did. Now all that remains is rejoiced from the spoils and no one shall take it away.

### Overview

As a Commander, Krezto is big and strong so the lesser demons don’t rebel. He follows the orders from Armirrant, the Demon Lord, and keeps the realm in order. He is also in charge of personally greeting new demon grunts to see who stays under his command and who dies.

#### Statistics

 Sexual Identification
 Age
 Weight
 Height

#### Backstory

Krezto was created to command the hordes of lesser demons, he was given enough strength to be capable of controlling these demons but not enough intelligence to be able to overthrow the current line of command.

He likes to fight and ultimately eat human visitors, but what he likes the most is yelling and grunting.

## **Feature Set**

### Elegant Stick-Fighting + Powerful Punches

Despite her lack of magic powers, Irene can compensate for it with great physical abilities and skills. Her fighting style is a mix between the Yin Shou Gun, a martial art used by Shaolin Monks, and Jo Suburi & Naginata, based on the fundamentals of Aikido*.*

### Cooperative Puzzles

Throughout the game, players will encounter puzzles that will stop them from traversing through the levels. In order to complete these, they must work together to solve them, as they will not be solvable with only one character.

### Overwhelmed Combat

Our goal is to have the players feel overwhelmed with the number of enemies at one time. This in turn forces players to play together rather than by themselves, thus reinforces the co-operative play.

### A.I. Horde System

Our A.I. will feature a *Horde System* behaviour which will allow us to have several units moving in defined patterns and not just wandering across the map with random spots.

### Demon Bloom Mode

After battling several demons across the Underworld, players will fill up their *Demon Bloom* meter and allow for them to use it in further encounters. *Demon Bloom* provides the players with a buff in their power.

### Living User Interface

Our game will have an “alive” user interface that will provide extra feedback for the players when they are navigating the menus, instead of just static buttons and background.

## Full Design Specificactions

### **Features**

#### **Elegant Stick-Fighting + Powerful Punches**

**Overview**

Both of our characters will engage in melee combat using two different fighting styles: Irene's not a heavy hitter yet a master in her Stick-Fighting style. Her combat is heavily inspired by Martial Arts like the one used by *Shaolin* monks called *Yin Shou Gun.* Valeria is pure muscle. She hits enemies with her *Doberman Gauntlets* with no mercy. Her combat will rely on landing heavy punches, no matter the target. Both characters will trigger combos if successful attacks are landed in a row.

**Visualization**

Screenshot of one successful attack. Disclaimer: animation is not ours and was used only for testing combos on prototype.Screenshot of third successful attack. Disclaimer: animation is not ours and was used only for testing combos on prototype.

**Table of Metrics**

 Powerful Punches (per hit)
 Combos
* 2 hits = 1.5 x original damage upon impact.
* 3 hits = 2 x original damage upon impact.
* 4 hits = 3 x original damage upon impact.

#### **Cooperative Puzzles**

**Overview**

Throughout the game, players will encounter puzzles that will stop them from traversing through the levels. In order to complete these, they must work together to solve them, as they will not be solvable with only one character.

**For example**: If a statue needs to moved towards a specific spot for the puzzle to be solved, the players would work in this way: Irene's player must use the stick to change the path for the statue to reach the eventual target, whilst Valeria's user, must use her powerful punches to actually move the statue.**Visualization**

Player on the left uses the rotating platform to rotate the sliding track.Player on the right starts pushing a block across the track after it has been rotated.

**Table of Metrics**

#### **Overwhelmed Combat**

**Overview**

Our goal is to have the players feel overwhelmed with the number of enemies at one time. This in turn forces players to play together rather than by themselves, thus reinforces the co-operative play.

**For example:** the enemies will begin to horde around the two players from multiple sides. This overwhelming number or enemies will have players fight “back to back” to clear the waves of enemies.

**Visualization**

Enemies following after a moving player in Swarm + Shepherding first prototypeEnemies surrounding a static player.

**Table of Metrics**

 Moving algorithm

#### **A.I. Horde System**

**Overview**

The AI Horde system tries to corner the player into making decisions about how to combat as the player with heavy attacks can be tasked with defeating the commander while the player with area of effect attacks focuses on the grunts. Also the players are more likely to work together as the horde can get overwhelming for just one of them to feel powerful when working together than when fighting them alone.**Visualization**

Mockup for a combat encounter**Table of Metrics**

Increases the damage dealt by grunt by 2 x the base damage.

#### **Demon Bloom Mode**

**Overview**

When the Bloom bar is filled the Demon bloom mode activates and the player can choose when to use it to its advantage. There are certain features of this ability:

* Do more damage: When activated players do more damage with the same attack for a certain period of time.
* Take less damage: While getting a buff on attack players rather take less damage when this is activated.
* Health Regen: The health of the player gradually regenerates while using this ability.

**Visualization**

Regular Health Bar (green) and Demon Bloom meter (pink) yet to be filled and ready for use.Regular Health Bar (green) and Full Demon Bloom meter (pink) ready for use.

**Table of Metrics**

 *Demon Bloom* Duration
 *Demon Bloom* Fill

#### **Edgy User Interface**

**Overview**

Players will have a user interface that complements the style of the game. The user interface is designed in such a way that it feels like it is a part of the game rather than included. The user interface will also be easy to understand, and unobtrusive. For example:

* The menu screen will feature an environment where the two main characters will be posing. Depending on what is selected on the menu, the camera and pose will change. This adds personality to the game’s menu screen.
* Health/Demon Bloom Bar is designed in a stylistic way that implores our world and character design.
* Button notifications will be up to standard to the technical requirements checklist however will still feature personality from the game.

**Visualization**

Camera and characters move when hovering over buttons disclaimer: characters and animations are not ours and where used for Prototype only**Table of Metrics**

Up to **one** camera animation may occur upon hovering a single button.

#### **General Reference Table of Metrics**

 Grunt’s health
 Commander’s health
 “uu” units

### **Mechanics**

The following are the mechanics that our players will execute throughout the game’s experience.

#### **Staff Hit**

**Overview**

Irene uses her staff to attack multiple enemies dealing medium damage and clearing the horde.

**Visualization**

**Table of Metrics**

#### **Gauntlet Hit**

**Overview**

Valeria uses her *Doberman Gauntlets* to punch one target at a time dealing high amounts of damage.

**Visualization**

**Table of Metrics**

#### Simple Movement

**Overview**

As in most modern games, the players are able to control either Irene or Valeria using simple inputs: up, down, left and right. They are able to walk in any direction the players decide as long as they are grounded. There is no sprinting in the game.

**Visualization**

**Table of Metrics**

 Right/Left
Left when input is **negative**.

#### **Dodge**

**Overview**

Thanks to the power given to Valeria and Irene by the Demon Lord, players are able to evade incoming attacks to prevent them from getting damaged by the enemies. Same as in basic movement, the dodge can be performed in any direction.

**Visualization**

**Table of Metrics**

 Cooldown punishment for using all three.

#### **Jumping**

**Overview**

Valeria and Irene can jump in order to traverse through the underworld as well as in combat to fight in an interesting way.

**Visualization**

**Table of Metrics**

 Cooldown between jumps.
 Jump height

#### **Climbing**

**Overview**

Valeria and Irene can climb on cracked walls in order to get to a higher location as they advance through the level.

**Visualization**

**Table of Metrics**

 Maximum climbing time.

#### **Interaction**

**Overview**

Valeria and Irene can interact with puzzles. Each with their own interaction. Valeria will be using her gauntlets to interact with each piece while Irene will be using her staff to interact with other elements.

**Visualization**

Irene's character interacting with rotating pillar.

**Table of Metrics**

#### **Target Lock-on**

**Overview**

Due to the several number of enemies surrounding the players when in combat, they will be able to use a lock-on mechanic for them to be able to choose their desired enemy to engage. When locked-on, players will be assisted to land their attack on the desired target.

**Visualization**

**Table of Metrics**

 Lock-on indicator

## **A.I. Horde Behaviour Full Specifications**

### **Overview**

As stated before, our players must constantly feel challenged for the powers that they are given, therefore, our A.I. needs to be fully fleshed out and thought thoroughly for its purpose. The enemies will consist in the following two types:

1. **Grunts:** The Units move around under their designated areas and are influenced and buffed by commanders and if one of the mob units spots the players it alerts the rest and they swarm towards the players with an intent to kill.If it loses its commander, it searches for a different nearby commander to join or else becomes disoriented.
2. **Commanders:** The commander rules their designated areas and buffs the grunts under it.

The idea is for the players to look towards defeating the **Commanders** first to reduce the buff on the several grunts surrounding them.

### **A.I. Behaviour Tree Flowchart**

The following are the Behaviour Trees that we will implement for the final game. These were made in *Unreal Engine 4* to start to get used to the workflow needed,

#### Base Grunt Behaviour

Grunt Base: Checks whether the grunt belongs to a mob or not and chooses the behavior accordingly. Grunts will move in a swarm + shepherding hybrid algorithm.
#### Grunt Swarm Behaviour

Grunt Swarm: Swarm Behaviour Checks which unit number the unit is in the mob and moves accordingly to create a swarm like pattern to encapsulate the players. Also checks if it is in effect radius of the commander if no then moves to protect the commander.

#### Disoriented Grunt Behaviour

Grunt Disorrient: The Grunts lose buffs and move near the player when attacking and not directly towards to give a sense of irregularity to their movement.
#### Commander Behaviour

Commander: The Commander Checks whether it is in the effective area of another commander or not if yes it moves back to its own area and tries to attack from there.
### Table of Metrics

 Maximum number of Commanders per encounter
 Grunt movement type whilst in Commander Area
 Grunt movement type when not in Commander area but there’s at least 1 available.
 Grunt movement type when **no Commander** is available

## Game Progression and Feel

### Overview

Our game's progression is narrative-wise linear. Players get their powers to fight through the Underworld from the very beginning and keep them until the very end. As stated in the Level Design Section our consists of two Main Levels, with a Tutorial and a Boss Fight as a stretch goal as the state of Pre-Production.

Regarding the narrative, as stated in the Character Design Section, Valeria and Irene's objective is to navigate to the end of the Underworld and get the treasure hidden within the depths in order to save Irene's Master and fulfill Valeria's ambitions.

Whether the Boss Fight is accomplished, players will have their objectives fulfilled and leaving room for a potential sequel, as the Boss will be defeated but he'll escape from their grasp and head towards the Human World.

We aim for the players to feel overwhelmed, challenged and a few times scared from the amount of enemies that are scattered through our levels while noticing that the more they head into the Underworld, the less human they become...

### Color Progression

The following are the colours palettes we aim to have from the Tutorial all the way to the Boss Fight. From warmer colours up until blue, colder ones, these is how the colours will change throughout the game.

Colour Progression
### Environment VTAR

For further reference, as established in the Media Design Document, this ir our Environment VTAR for the entrance to the Underwold, being the Tutorial-First Level Transition:

Environment VTAR

## Game Modes

### Overview

Our game mainly consists in only one game mode: **campaign**. This decision was taking due to the complex levels that are to be developed by the Level Designers, as described in the Level Design Section provide branching paths, therefore achieving replayability for players that they may so desire.That being said, since our Combat is the main focus of the game, we have considered if there's enough time for it, we will add a **Horde** mode, which will consist in just fighting without puzzles nor traversing.

### Campaign

The only concrete mode in the game as of the state of Pre-Production. The mode will consist of playing through the game's levels from tutorial up to the Boss Fight. No matter the branching paths players take, the conclusion will be the same. Branching paths are to be implemented to showcase our game's mechanics in different challenges and prompt for replayability as well as different experience between play sessions. More information of the levels themselves including layouts and beat charts, can be found in the Level Design Section.

### Horde

#### Overview

As of the state of Pre-Production, this mode is strictly **conceptual** for the purposes of future Design included if the game is polished at an earlier than expected. This mode would be strictly created to flex our hypothetically polished Overwhelmed Combat Feature.

It will consist of having 10 waves of enemies progressively becoming more and more difficult opponents. It would be a stress test for over-achievers that have mastered the game's combat.

#### Visualization

Prototype Visualization of one of the Last Waves for the Horde Mode

## Level Design

### Level Design Overview

The game will consist of the following levels: Unworthy Undertakings,Unworthy Laqueus and a Boss Fight, being both Main Levels our top two priorities: they will support all described mechanics and features of the game to test the players in all desired aspects. On the other hand, the Boss Fight will be treated as a **stretch goal** if both mentioned levels are implemented in their due time. For tutorial purposes, it will be done as a separate small level at the beginning of the experience if both Main Levels are done to the expected quality, otherwise it will be added to Unworthy Undertakings A.

### Unworthy Undertakings

#### Overview

This level takes place right after the tutorial. Armed with their new abilities and knowledge, Irene and Valeria are ready to go down further into the underworld. The two’s teamwork capabilities will be tested as the world becomes more and more challenging. As the environment around them changes, Irene and Valeria must adapt to what the world wants. With more combat, puzzle and movement-based tests, the two need to work together to get to the end and escape.

#### Full Level Walkthrough

**Beat 1: Into the Underworld**

**What** **Happens**: Irene and Valeria, after completing the tutorial, are now truly beginning to be tested. The two must work together to continue.

**Objective**: Clear the waves of enemies before continuing forward and choosing either side to continue.

**Challenge**: Defeat a small wave of enemies to continue past gating.

1.      Players will exit the staircase from before and must head forwards through the hallway.

2.      Once out of the hallway, the players enter a medium sized room where they will fight a small wave of enemies.

3.      After clearing the waves of enemies, players can choose whether they want to go towards the left or right path.

*Next set of walkthroughs are set in path A then it’ll switch to side B before converging again.*

**Beat 2A: The First Real Challenge**

**What** **Happens**: Irene and Valeria, continue towards path A. Here, they will immediately face more combat.

**Objective**: Clear the waves of enemies before continuing forward.

**Challenge**: Defeat another wave of enemies before continuing Forward.

1.      Valeria and Irene are hit with a wall they need to climb

2.      After climbing up the door behind them closes.

3.      Enemies will begin to spawn and the two must clear them out to continue.

**Beat 3A: A little Break**

**What** **Happens**: After the fight, Irene and Valeria get a little break while heading to the next room.

**Objective**: Go to the next room.

**Challenge**: None

1.      Valeria and Irene enter the hallway.

2.      Valeria and Irene head to the doorway on the other side.

**Beat 4A: The First Puzzle**

**What** **Happens**: After the little break that Irene and Valeria had gotten, their first mind-based test comes.

**Objective**: Solve the puzzle to get to the next area.

**Challenge**: Irene and Valeria must work together to solve the puzzle.

1.      Upon entering the room, Irene and Valeria and tasked with solving a puzzle before continuing to the next area.

2.      Irene must use her staff to move a platform with a track on it.

3.      Valeria must punch the block along the track.

4.      If Irene lets go, the track resets.

5.      Once the block reaches the end, a door opens.

**Beat 5A: A Leap into Battle**

**What** **Happens**: After Completing the puzzle, Irene and Valeria are faced with a gap in front of them. While jumping between platforms, they are ambushed.

**Objective**: Jump from platform to platform to reach the next area.

**Challenge**: The jump distances are quite long and on the second platform, Irene and Valeria are ambushed and must defeat the enemies or try to run past if they can.

1.      Upon completing the puzzle and entering the door, Irene and Valeria are faced with a gap.

2.      Irene and Valeria must jump to the first platform and then the next.

3.      On the second platform, enemies will begin to spawn. Irene and Valeria can either fight the enemies are bypass them using the dash and jumping to the next platform.

4.      Upon jumping from the last platform, the two reach the next area.

**Beat 6A: More of a Fight**

**What** **Happens**: After completing the parkour section, Irene and Valeria enter the new area. From here the two are ambushed once again with more enemies, more difficult than before.

**Objective**: Defeat the enemies to continue to the next area.

**Challenge**: Irene and Valeria must defeat the onslaught of buffed grunts to be able to move to the next area.

1.      Upon reaching the new area, enemies begin to spawn.

2.      All the grunts are buffed.

3.      Irene and Valeria must defeat the enemies or defeat the commanders to cause the grunts to debuff.

4.      After defeating the enemies, the door will open allowing Irene and Valeria to continue to the next area.

**Beat 7A: Another Break**

**What** **Happens**: After finishing the fight. The two are given a chance to take a break when going to the final area.

**Objective**: Get to the next area.

**Challenge**: None.

1.      Irene and Valeria enter the hallway.

2.      Irene and Valeria exit the hallway on the other side.

**Beat 8A: Combat and Puzzle 101**

**What** **Happens**: After taking their break, Irene and Valeria’s teamwork is tested, as they must solve a puzzle while in combat.

**Objective**: Solve the puzzle to escape.

**Challenge**: Solve the puzzle while being hit with an onslaught of enemies.

1.      Upon entering the room, Irene and Valeria believe that the room is just a larger puzzle.

2.      Upon interacting with the puzzle, enemies will begin to spawn.

3.      Valeria and Irene must defend one another while attempting to complete the puzzle.

4.      Upon completing the puzzle, a door opens to go to the area that connects again.

**Beat 2B: The Beginning of Something More**

**What** **Happens**: After choosing the left path, Irene and Valeria enter a hallway. Upon going through it, it opens to a small room and the two are met with more enemies.

**Objective**: Defeat the enemies to continue to the next area.

**Challenge**: Defeat the spawning grunts together.

1.      Upon choosing the left path, Irene and Valeria enter a hallway.

2.      After moving through the hallway, the two are met with foes.

3.      Upon engaging the foes, more foes begin to spawn from behind.

4.      Irene and Valeria must fight together to defeat the enemies surrounding them.

**Beat 3B: Hop to It**

**What** **Happens**: After defeating the enemies, Irene and Valeria move forward. From here they are met with a gap that the two must jump across to get to the other side.

**Objective**: Get to the other side.

**Challenge**: Irene and Valeria must jump on platforms to get to the other side.

1.      Upon defeating the enemies, a door will open.

2.      The door leads to nothing as Irene and Valeria must jump to reach the next platform.

3.      After jumping across the platforms, they reach the other side.

**Beat 4B: A Challenging Encounter**

**What** **Happens**: After jumping the gap, Irene and Valeria move forward through a hallway. From there the two happen upon a room with enemies close to the exit. As they approach the exit, they are ambushed from behind.

**Objective**: Defeat the Enemies to continue.

**Challenge**: Work together to defeat the larger and more buffed onslaught of enemies.

1.      After jumping from platform to platform, the two are met with yet another hallway.

2.      After going through the hallway, the two enter a medium sized room.

3.      Going through the room, close to the exit, the two happen upon a group of enemies.

4.      Soon the enemies become buffed as commanders appear.

5.      As the two back up more enemies appear before them, some are buffed. It is a trap.

6.      The two must now work together to defeat the enemies or defeat the commanders to debuff and then take out the grunts.

**Beat 5B: A Nice Break from It All**

**What** **Happens**: After the small battle, the two are given a break that comes in the form of a hallway leading to their next area.

**Objective**: Move to the next area.

**Challenge**: None

1.      Irene and Valeria enter the hallway.

2.      Irene and Valeria exit the hallway on the other side.

**Beat 6B: A Puzzling Time**

**What Happens**: Upon entering the next area, Irene and Valeria are tasked with solving a puzzle before continuing.

**Objective**: Solve the puzzle to move forward.

**Challenge**: Irene and Valeria must work together to solve the puzzle.

1.      Upon entering the room, Irene and Valeria notice that there is a puzzle.

2.      To complete the puzzle, the two must reach the other side and stand on the pressure plates.

3.      Irene uses her staff to move platforms while Valeria makes jumps to get around. Upon reaching the end, Valeria uses her gauntlets to activate the pressure plates.

4.      The two then goes to stand on the pressure plates to open it.

5.      The door opens and the two continue forward.

**Beat 7B: Climb to the Bottom**

**What** **happens**: After completing the puzzle the two are hit with another new challenge. The two must climb from wall to wall, wall hopping across gaps to move to a new side.

**Objective**: Climb to reach the next area.

**Challenge**: Using climbing and jumping to get to the next area. This will test Irene and Valeria’s climbing skills.

1.      Upon completing the previous rooms, the two find ahead of them only walls to climb on.

2.      Climbing on one surface and jumping to another climbable one, the two must do these 3 more times with distances between the surfaces changing.

3.      Upon completing this, a platform to land on awaits them, connecting to the next area.

**Beat 8B: A Challenge Awaits.**

**What** **Happens**: After reaching the next area, Irene and Valeria move forward to a room that seems to be separated by two gaps. On each side, buffed enemies spawn, blocking the two from continuing.

**Objective**: Defeat the enemies and get to the end.

**Challenge**: The two must defeat the enemy onslaught in a tight space with risk of falling down the pit. Get to the other side while doing this.

1.      Upon entering the room, enemies will begin to spawn in front of the two.

2.      As the two moves forward, enemies will begin to spawn from behind.

3.      As the two defeat enemies from behind they may choose to jump across the gap.

4.      If they so choose to jump across, either way, more enemies will begin to spawn.

5.      To unlock the door, all enemies must be defeated.

**Beat 9: Over for Now**

**What Happens**: After completing the last room, the two jumps down to a safe area where the two can regroup and relax before continuing.

**Objective**: Move to the staircase and go down.

**Challenge**: None.

1.      Drop down into the safe area.

2.      Head to the staircase to continue.

### Unworthy Laqueus

#### Overview

The whole level is designed in a way which will challenge the combat and the co-operative skills of both players. The level requires both players to fight and traverse cooperatively for them to succeed. The Level is Divided into 2 of the following path players can choose to follow that is path **A** and path **B.**

#### Full Level Walkthrough

**Beat 1: Enter Laqueus**

**What** **Happens**: Irene and Valeria, after completing the tutorial, are now jumped into combat. The two must work together and fight to continue.

**Objective**: Clear the waves of enemies before continuing forward and choosing either side to continue to unlock the door.

**Challenge**: Defeat small waves of enemies and choose which path to follow from here onwards **A** or **B**.

1.      The level starts with players Dropped down into this valley.

2.      Here after dropping down players will encounter various enemies.

3.      After Defeating all enemies’ players will have to choose which side to continue with.

**Beat 2: Choose Your Path**

**What** **Happens**: Irene and Valeria, after choosing the path, have a Big door with puzzle to solve in order to unlock it

**Objective**: Solve the puzzle

**Challenge**: Finding the solution

1.      Both players will have to interact with different things to unlock the door

2.      Player will then have to hold those different things until the door is fully revealed

3.      Player then must stand on 2 different plates to unlock the door

4.      Pass through the door

*Further from the walkthrough gets divide into 2 paths Path **A** & Path **B***

**Beat 3A: Don’t Look Down**

**What** **Happens**: Further progression with platforming area

**Objective**: To get to know the structure of level and platforming.

**Challenge**: Platforming Section.

1.      Both players will have to move forward with different platforming sections in their way.

2.      The platforming is in a safe environment so players can get back to if failed.

**Beat 4A: Here they come!!**

**What** **Happens**: Continuation of platforming while fighting with the enemies.

**Objective**: To kill all the enemies while not failing in platforming.

**Challenge**: Fighting while moving forward into a challenging platforming section.

1.      Both players will encounter waves of enemies after each platforming section

2.      The platforming section is not in safe environment anymore

3.      Players must maintain movement while combat and platforming through this beat.

**Beat 5A: That’s a Big Gate!!**

**What** **Happens**: The players’ way is blocked by the first big puzzle.

**Objective**: To Find the solution.

**Challenge**: Finding the solution in order to move forward

1.      Both players will have to understand the working of the puzzle.

2.      They will have to use their individual ability to interact with 2 different objects at the same time.

3.      Both players must then pull the different levers at the same time to unlock the door.

**Beat 6A: Run!! Fight!!**

**What** **Happens**: Players will have to run while fighting and platforming as they will have a heat wave coming from behind.

**Objective**: To outrun the heat wave and kill all the waves of enemies

**Challenge**: Platforming section slowing down the speed and enemies as obstacles.

1.      As players come through the door, they will encounter the enemies.

2.      As they start fighting a heat wave from behind will start coming towards them.

3.      Both players will have to run forward killing enemies stopping them on their run.

4.      Reach the end of the platforming section.

**Beat 7A: It’s not over yet.**

**What** **Happens**: Players will encounter the heat wave again after a little pause here they have to fight and unlock small platforms in order to move forward.

**Objective**: To outrun the heat wave and kill all the waves of enemies

**Challenge**: Platforming section and enemies slowing down the speed and locked door as obstacles.

1.      As players out run the first heat wave after a small pause 2nd heat wave comes at them.

2.      Now they must outrun while enemies come at them from all directions.

3.      While unlocking certain doors on their way

4.      This must be done by one player at a time and others have to defend the player unlocking the door.

5.      Escape the heat wave area.

**Beat 8A: Watch out!!**

**What** **Happens**: Coming from the most heated area, here to let go of the heat players will be traversing while platforming and fighting some easy enemies.

**Objective**: To clear all enemies and get to the end of the area.

**Challenge**: Traversing and fighting the enemies.

1.  As players come from escaping the heat wave here, they will have to traverse through some challenging platforming

2.  While fighting some easy go enemies.

**Beat 9A: I’ve Got your back!!**

**What** **Happens**: The last part of the level where they will face all kinds of enemies one last time.

**Objective**: To kill all the enemies.

**Challenge**: Different kinds of enemies in waves, how well players know the structure of the level.

1.  As they enter this beat, they will be attacked by all kinds of enemies

2.  Here they must fight by saving each other and themselves.

**Beat 10A: Let’s get the Hell Out**

**What** **Happens**: Players will have to unlock one last door standing in their way to get out of this area.

**Objective**: To unlock the door

**Challenge**: The puzzle to unlock the door

1.      Players will have to use all the things they learned in previous puzzle

2.  Use that to understand the puzzle

3.  Solve the puzzle and Unlock the door

4.  Get the Hell Out.

**Beat 3B: Getting Familiar**

**What** **Happens**: After choosing this path it’s traversing further in level platforming area

**Objective**: To get to know the structure of level and platforming.

**Challenge**: Platforming Section.

1.      Both players will have to move forward with different platforming section in their way.

2.      The platforming is in a safe environment so players can get back to if failed.

**Beat 4B: Oh, it’s on!!**

**What** **Happens**: Continuation of progression in level with the encounter with enemy waves.

**Objective**: To kill all the enemies while not failing in platforming.

**Challenge**: Fighting while moving forward into the challenging platforming section.

1.      After getting the platforming section players will encounter waves of enemies

2.      Fighting the enemies in the same platforming areas but,

3.      Players must maintain movement while combat and platforming through this beat.

**Beat 5A: Let’s unlock it.**

**What** **Happens**: The players’ path has been blocked by the first big puzzle.

**Objective**: To Find the solution.

**Challenge**: Finding the solution in order to move forward

1.      Both players will have to do different interactions at the same time.

2.      They will have to use and depend on their abilities to unlock the door

3.      Both players must then pull the different levers at the same time to unlock the door.

**Beat 6B: It’s a long run**

**What** **Happens**: Players will be encountered by a long platforming section with different enemies while a deadly heat wave is after them.

**Objective**: To outrun the heat wave and kill all the waves of enemies

**Challenge**: Platforming section slowing down the speed and enemies as obstacles.

1.      As players come through the door, they will encounter a long section to run with the enemies.

2.      And as they begin the fight with the enemies, a heat wave from behind will start coming towards them.

3.      Both players will have to run forward killing enemies stopping them on their run.

4.      Reach the end of the platforming and evade the heat wave.

**Beat 7B: Here it comes again.**

**What** **Happens**: After evading the heat wave with a small pause player will encounter the heat wave again with some locked platforms and enemies in their way.

**Objective**: To outrun the heat wave unlock the platforms and kill all the waves of enemies

**Challenge**: Platforming section and enemies slowing down the speed and locked platforms as obstacles.

1.      As players evades the first heat wave second wave hits them with more obstacles in their way

2.      Now they must outrun while enemies come at them from all directions.

3.      While unlocking platforms to move forward.

4.      Escape the heat wave and kill all attacking enemies.

**Beat 8B: Dropping the heat**

**What** **Happens**: Escaping two deadly heat waves this beat drops down the heat by giving players some easy kills but challenging platforming

**Objective**: To get down the hill and kill all the enemies.

**Challenge**: Traversing and fighting the enemies.

1.  As players enters this beat, they will be encountered with most challenging platforming to get to know how much they are familiar with the level structure

2.  While fighting some easy go enemies

**Beat 9B: One last time**

**What** **Happens**: The last beat is where their combat skills will be tested one last time with all kinds of enemies at their feet.

**Objective**: To get rid of all the enemies

**Challenge**: Different kinds of enemies in waves, how well players know the structure of the level and how good are they with the combat.

1.  As they enter this beat, they will be attacked by all kinds of enemies

2.  Here they must fight by saving each other and themselves.

3.  Their combat skills, how well they fight together will be put test

**Beat 10B: Escape Laqueus**

**What** **Happens**: In order to get out of the level players will have to unlock the last door obstructing their way.

**Objective**: To unlock the door

**Challenge**: The puzzle to unlock the door

1.      Players will have to understand the puzzle and use their experience from previous puzzle to solve this one

2.  Solve the puzzle to reveal the door

3.  Unlock the door and

4.  Escape Laqueus!

#### Beat Chart

Laqueus Beat Chart ALaqueus Intensity Over Time Chart ALaqueus Beat Chart BLaqueus Intensity Over Time Chart B

## UI/UX

### Mockups

Title Screen MockupMain Menu MockupPlayer Selection Screen MockupHeads Up Display MockupPause Menu MockupGame Over Mockup

## References

1. Fire Icon used in UI Demon Bloom:
	1. https://www.flaticon.com/free-icon/fire\_785167?term=flame&page=1&position=4