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Set in a post-apocalyptic world, play as a penguin that makes their way through the top in order to conquer the heart of one of the Queen's sons or daughters so that they can survive in this penguin-only society.

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The Project

Role
Lead Game Designer
Music Composer
Lead Programmer
Lead Sound Designer

Softwares
Unity - C#

FL Studio

Audacity

Tags
Shoot'em'up

Platform

Dating Sim

Team
FlapChads - 7 members

Duration
10 weeks

What have I worked on?

As Lead Game Designer, I've spent most of my time designing che core loop of the game, making sure its mechanics were coherent and expressed the sense of flow and speed that we wanted to communicate through the gliding and the momentum.
I've also helped our Product Owner to coordinate the team during the development.

As Lead Programmer, I've ensured that everyone could understand the code and set a solid base that other programmers could use.

I've designed and coded the movement that featured directional movement, jump and a slide mechanic that allowoed the player to slide to gain speed increasing their momentum and sticking them to the surface; then I've designed and coded the combat system which included a double-barrel shotgun with two ammos and the beak:
the shotgun would allow players to fire fragmented projectiles in random directions consuming one ammo to deal damage or a less random and more powerful shot that would consume both ammos; both attacks push enemies back; additionally, the shotgun would have recoli, allowing the player to use it to jump higher or gain additional movement speed.
On the other hand, the beak mechanic allowed players to use their acceleration to deal damage while sliding, launching all the enemies in the air based on the current speed of the player.

Lastly, I've designed and coded the enemies, their pathfinding and attack system, having two melee units, one weaker but faster, the other one stronger but slower, and a ranged unit; the weaker melee units also had a fear system that would make them run away if the player would have been too fast while sliding.

As Lead Sound Designer, my goal was to create audio elements that could feel appropriate and coherent with the type of game and its environment.

Since the game did not feature any fantasy element, I decided to create almost realistic sounds; for example, the shotgun's loading sound that has been created using a pair of earbuds and their case.

As Composer, music played a central role in the game, emphasazing the personalities of all the datable charaacters, which made me focus on creating a fitting theme for each one of the cast members.

For the project, I've composed around 26 tracks, showcasing a variety of genres going from Pop to House, Epic orchestra to Jazz and fromo Chiptune to the Italian Tarantella.

Each character has their own theme, an intensified version that plays during the last level and a victory theme.

Find out more about the soundtrack!

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