My Role: Game Design and game art



At the start of the game jam we took our time and did a lot of brainstorming to come up with a game idea that would fit within the constraints and theme. the theme of running out of water was quite easy and we came up with a lot of ideas. The limitations of a 3D game with a humanoid character were not a challenge either, although my favourite idea, "Wobbly Fish", did not fit within those parameters. But it would be fun to control the top and bottom half of a fish to return to the water while escaping from a fisherman, maybe I'll realise that one day.
After a while of talking and discussing, we settled on a firefighting team that has to put out fires in a fatazy medieval world.
The game would have the following mechanics:
- Local co-op multiplayer
- A pullable wagon (with the water pump on it) that one player can pull.
- A pump that one player has to pump when the water runs out
- An axe to either fight demons or destroy barricades
The game would have the following mechanics:
- Local co-op multiplayer
- A pullable wagon (with the water pump on it) that one player can pull.
- A pump that one player has to pump when the water runs out
- An axe to either fight demons or destroy barricades
The game is designed to be a stress game with replay value. There is no clear win condition. When the timer runs out, the game ends and you get a score based on your performance. You get points for putting out fires or killing demons.


Pictures of our brainstorming and yes, I took a small whiteboard to the jam XD. later we used the classrooms white board for further exploration.

Quick level scetch