Prima Foosiripong
Hell House
A chaotic 2-player local co-op game made for Global Game Jam 2024. Work (together?) to clean the demon's hell house before your time runs out.
Awards & Recognition:
Popular vote first prize at KMUTT jam site.
Genre: Puzzle, Arcade
Development Time: 48 hours
Role: Game Designer
Engine: Unity 2D
Team Size: 10

Role & Responsibility
Game Designer
Create and develop a whitebox game level, incorporating a puzzle gameplay loop and secondary objectives.

Collaborate and assist artists to develop cutscenes

Design fun gameplay scenarios that really nail the game's vibe of wacky, surprise deaths.

Create a UX/UI design that aligns with the game's theme and style.

Showcase the game to the committees and participants of the Global Game Jam 2024.

Design Process
Make Me Laugh
Is the theme of the GLOBAL GAME JAM 2024
Concept
We choose to do 2 players co-op game where thing could easily go wrong.
The team agreed on a "hell house" theme, aligning with an unpredictable, dangerous setting.
After finalizing the concept, the design team refined ideas and outlined the gameplay loop on the design documentation board.


7 Deadly Deaths from 7 Deadly Sins
One of our amazing teammates connected the hell house to the 7 deadly sins.
Which leads us to link each death with a different type of sin.
Level Design Process
We went with a dollhouse view to keep gameplay clear and accessible for a fast, replayable arcade style.
After assigning tasks, we quickly prototyped levels and puzzles so artists and programmers could get started. Feedback and iterations led to the final layout and UI mockups.


Level Design Highlight
Puzzle Flow: Puzzle loops were spread out to make sure players hit all challenges and deaths.
Object Placement: Items for tasks (like toys to clean up) were placed carefully to manage difficulty and guide players toward key deaths.
Difficulty Ramp: Puzzles started easy near the spawn point, building confidence before introducing harder challenges.
Asset Creation and Implementation
We collaborated with artists to create game assets and programmers to implement mechanics.
Tasks were distributed based on team members’ expertise and preferences, keeping the project on track for completion.
We maintained regular check-ins to keep everyone aligned.
Helped artists with death scene interfaces and end credits, and playtested the game to catch bugs or areas needing improvement.


Presentation
Presentation time! I get the honor to be the presenter.
There was a popular vote on the jam site afterward and we earned first place!