GDD
HANGOVER
JOURNEY
GAME DESIGN DOCUMENT
HANGOVER STUDIOS
LAURA CRISTINA CORREA PATIÑO
JUAN JOSÉ PAZ GARCÍA
JACOBO VÁSQUEZ MUÑOZ
GABRIEL NICOLÁS CHAVES TORRES
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GAME DESIGN DOCUMENT
INDEX
Overview
Elevator Pitch
Design Pillars
Environment
Puzzles
Player Movement
Enemies
Brief Description
Detailed Description
Theme
Setting
Genre
Main Objective
Aesthetics
Influences
Influence 1 UnderMine
Influence 2 Tomorrow won't come for those without…
Influence 3 Forests secret
Key Features
Target Audience
Target Rating
Gameplay Summary
Modes
Victory Conditions
Core Game Loop
Core Gameplay Mechanics
Mechanic 1 Explore
Mechanic 2 Solve
Mechanic 3 interacts
Story
Brief Summary
Detailed
Characters
Character 1 Hangover viking
Character 2 Green Slime
Character 3 Red Crab
Character 4 Blue golem
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GAME DESIGN DOCUMENT
INDEX
Level Design
First level
Second level
Third evel
Fourth level
Conveyance Mechanisms
Doors
Pillars
Altars
Cinematics
Intro
Technical
Screens
Title Screen
In-Game
Options Menu
Credits
Tutorial
Game Engine
Controls
Development
Classes
Manager 1
Minions 2
Player 3
Props 4
UI 5
Visual Art
Style
Audio
Style
Music
Sound Effects
Project Scope
Time Scale
Anticipated Gameplay Time
Target Platforms
Team
Monetization
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GAME DESIGN DOCUMENT
INDEX
Schedule
First day report
Second day report
Last day early report
Last day Final report
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GAME DESIGN DOCUMENT
OVERVIEW
ELEVATOR PITCH
2D Top-Down casual/puzzle game, with fun and medieval theme, made with enhanced
classical assets and different challenge levels.
DESIGN PILLARS
This is a puzzle casual game, with interaction between different types of doors and
platforms that allow you to choose between one or more paths for the character to
explore in levels. And to find the correct way to activate the path to follow.
ENVIRONMENT
Tile palette designed, with different items and enhanced terrain to wander and interact.
Also, some of these items act as portals.
PUZZLES
This is the essence of this fun game because you as a player need to find the right
combination to solve it and go to the next exploration area.
PLAYER MOVEMENT
Our player can move freely around the environment, with the keys and arrows to find
the items and interact with them, choosing which one is needed to complete the puzzle
and break through to the next level.
ENEMIES
They try to hurt the player, but he can defend and use their remains to complete the
puzzle.
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GAME DESIGN DOCUMENT
OVERVIEW
BRIEF DESCRIPTION
This game is set on a Top-Down view, so everyone can see and walk across the ground
and interact with the items, enemies and puzzles there, with increasing levels of
difficulties and some opponents to defeat.
DETAILED DESCRIPTION
In this game our player interprets a warrior trying to find his way home, after a wild
night in the tavern, but his path is not easy because some creatures have come to feast
from the forest resources, so the villagers have closed the gates and only the ones who
find the right answers to the puzzles are going to get home safe and sound.
THEME
Classic medieval
SETTING
2D graphics Top-Down terrain, in limited zone but on different levels.
GENRE
Puzzle/Casual
MAIN OBJECTIVE
Our character's main objective is to solve the puzzles and open a different path so he can
arrive home safe after last night's razzle.
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GAME DESIGN DOCUMENT
OVERVIEW
AESTHETICS
Every time someone tries to find his/ her way home after a long party night is an
adventure, so our player can identify themselves with our warrior and make this
experience a new interesting and fun road to remember this, and try to make them more
enjoyable. Also, on some of these occasions it is not easy to find our keys or some of our
belongings, those things usually can be missing or lost, because we can´t remember where
we have left them, or if we have left them with friends or foes.
INFLUENCES
UNDERMINE
An action-adventure roguelike with a bit of RPG tossed in. Adventure deep into the
UnderMine and discover powerful relics, deadly enemies, hidden secrets, and a few
friends to help along the way.
https://store.steampowered.com/app/656350/UnderMine/
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GAME DESIGN DOCUMENT
OVERVIEW
TOMORROW WON'T COME FOR THOSE
WITHOUT…
"Tomorrow won't come for those without..." is a surreal puzzle / visual novel short
story by etherane, creator of Hello Charlotte.
https://store.steampowered.com/app/-/tomorrow_wont_come_for_those_wi
thout/
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GAME DESIGN DOCUMENT
OVERVIEW
FORESTS SECRET
Is a cozy, nonviolent adventure game. You play as a traveler who has just arrived at a
quiet forest settlement called Wabika, and must explore its mysterious paths, discover
its ancient history, and make friends with its quirky inhabitants in order to find what
it is you're searching for.
https://bynine.itch.io/forestssecret
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GAME DESIGN DOCUMENT
OVERVIEW
KEY FEATURES
Graphics and UI fully integrated and stylized
Easy and fluid controls and interactions
Fun and challenging levels
Nice characters and elements
TARGET AUDIENCE
This is mostly designed for the adult audience and veterans in the industry who like to
enjoy some buzzing after a long working day.
TARGET RATING
Rated E it may contain short reference to alcoholic beverages, not implicit.
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GAME DESIGN DOCUMENT
GAMEPLAY
GAMEPLAY SUMMARY
Move the player around the terrain and try to find how to solve all the puzzles and open
the doors, so you can walk your path, search in different levels and items so you can find
those answers and arrive home safe.
MODES
Each level has some diverse kind of items, difficult and doors that can be opened.
Level 1 is the easiest with only 1 door and not a lot of things
Level 2 and 3 are medium arduousness, varies on doors and keys
Level 4 is high and you need to think a little more.
VICTORY CONDITIONS
The player needs to complete all puzzles, find the right paths and arrive home.
CORE GAME LOOP
Element 1: Walk paths, all paths are similar, but they going to have some obstacles
and little decorations to identify them
Element 2: Solve puzzles, all of them are similar, but its requirements are very
different to each kind
Element 3: Interaction with enemies and items, to find the right ones.
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GAME DESIGN DOCUMENT
GAMEPLAY
CORE GAMEPLAY MECHANICS
EXPLORE
Details
Move between the terrain and levels, walk in every direction, dodge obstacles
and set your rhythm.
Implementation
Basic character movement, colliders, gravity and animations.
SOLVE
Details
Watch carefully on all details, find some similarities or resemblance of the
objects and items in the scenery so you can relate them to find clues on how
to solve each puzzle.
Implementation
Some items have distinctive color patrons, defined for each door as clues to
find the one who interacts and let the player pass through.
INTERACTS
Details
Try to place the items in the corresponding place, attracting them and setting
the place where they must stand so that the doors react.
Implementation
Each interaction item can be moved to a new place and start some reaction if
it is placed in the right stand.
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GAME DESIGN DOCUMENT
STORY
BRIEF SUMMARY
On a Sunday morning after a good time with friend on the tavern our warrior finds
himself in a part of the forest which he doesn't remember been, so a little more selfaware, he tries to get home as soon as possible, but soon finds out, this task is not going
to be nearly easy, and some matters urges him to close the distance home.
DETAILED
The game opens with our Viking, then with a raucous scene inside the village tavern,
where our warrior, known as the Hangover Viking, revels in the company of friends,
tankards of ale clashing together in hearty toasts. Laughter echoes off the wooden beams
as the day wears on, and the sun begins its descent toward the horizon.
Cut to a disoriented Hangover Viking stumbling out of the tavern's door, the warm glow
of the hearth fading behind him as he steps into the cool evening air. His brow furrows as
he surveys his surroundings, the haze of ale clouding his memory as he struggles to recall
the path home.
The forest looms ahead, its tangled branches casting eerie shadows in the fading light.
Hangover Viking's steps falter as he realizes he's wandered into unfamiliar territory, his
senses sharpening as the urgency to return home grips him.
With a determined grunt, Hangover Viking sets off through the forest, his steps unsteady
but resolute. As he navigates the winding paths and dense undergrowth, he encounters a
motley assortment of creatures lurking among the trees, their eyes gleaming with
mischief.
In a series of comedic yet action-packed encounters, Hangover Viking fumbles his way
through battles with these green slimes, red crabs, and gollem like creatures , his sword
swinging wildly as he struggles to maintain his balance. Despite his inebriated state,
Hangover Viking's Viking instincts kick in, and he dispatches his foes with a combination
of brute force and clumsy finesse.
As Hangover Viking battles onward, he discovers that these green slimes, red crabs, and
gollem like creatures hold the key to unlocking the path home. With each victory, he
gains a clearer sense of direction, using his wits and unconventional tactics to navigate
the forest's labyrinthine paths.
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GAME DESIGN DOCUMENT
STORY
Amidst the chaos and confusion, Hangover Viking's determination never wavers, fueled
by the promise of a warm hearth and a well-deserved rest at journey's end. With each
step forward, he draws closer to home, his spirits buoyed by the thought of reuniting
with friends and loved ones.
As the cinematic draws to a close, Hangover Viking emerges from the forest's depths, the
familiar sight of his village coming into view on the horizon. With a triumphant roar, he
charges forward, his homecoming within reach as he embraces the adventures that await
him on the journey ahead.
The screen fades to black, leaving viewers with a sense of anticipation and excitement for
the adventures that lie in store for Hangover Viking and his merry band of companions.
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GAME DESIGN DOCUMENT
CHARACTERS
CHARACTER 1: HANGOVER VIKING
2D Sprite of an viking warrior
Animated walk
Animated run
Animated atack
Easy and fun to control
CHARACTER 2: GREEN SLIME
A common little minion which helps our player
2D Sprite of a green slime
Animated follow
Interactive and command
CHARACTER 3: RED CRAB
A common little minion which helps our player
2D Sprite of a red crab
Animated follow
Interactive and command
CHARACTER 4: BLUE GOLLEM
A common little minion which helps our player
2D Sprite of a blue golem
Animated follow
Interactive and command
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GAME DESIGN DOCUMENT
LEVEL DESIGN
FIRST LEVEL
Goal: Find the clues to solve the puzzle and get to the hollow door.
Mood: Walk across the different roads, interact with the items and enjoy the music.
Some objects and items are interactive and you can move them, others are simply
decorations, also you can find some interactive creatures like minions and make them
follow you, you'll see some altars and doors which are necessary to complete the
level.
SECOND LEVEL
Goal: Find the clues to solve the puzzle and get to the hollow door, this one is a
middle difficult one so it won't be so easy.
Mood: Since this one is way different from the first one, you can enjoy a little more
challenge. But also take it easy and relax with the environment and the music.
Some objects and items are interactive and you can move them.
THIRD LEVEL
Goal: Find the clues to solve the puzzle and get to the hollow door, this one is also
the middle difficulty but we assure you this challenge is fun.
Mood: In this one the challenge is greater since this level has twice the size of the
second one. But you will enjoy our environment and music the same cause we made
it for you to go with the flow.
Some objects and items are interactive and you can move them.
FOURTH LEVEL
Goal: Find the clues to solve the puzzle and get to the hollow door, this one is also
the middle difficulty but we assure you this challenge is fun.
Mood: In this one the challenge is greater since this level has twice the size of the
second one. But you will enjoy our environment and music the same cause we made
it for you to go with the flow.
Some objects and items are interactive and you can move them.
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GAME DESIGN DOCUMENT
CONVEYANCE MECHANISMS
DOORS
These doors can be opened to allow the
player access to new paths.
PILLARS
The pillar shows the player which type of
color item is needed to activate the altars.
ALTARS
Altars can be activated only if the right
item is set on it.
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GAME DESIGN DOCUMENT
CINEMATICS
INTRO
You can see a brief sliding screen which allows you to know our character's story and
how he finds the way home after finding the clues and opening all paths to get through.
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GAME DESIGN DOCUMENT
CINEMATICS
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GAME DESIGN DOCUMENT
TECHNICAL
SCREENS
TITLE SCREEN
In this screen you can see some of the assets we have use to create our environments
and decorations, also the player is going to.
IN-GAME
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GAME DESIGN DOCUMENT
TECHNICAL
OPTIONS MENU
CREDITS
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TECHNICAL
TUTORIAL
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GAME DESIGN DOCUMENT
TECHNICAL
GAME ENGINE
We are using Unity 2021.3.5f1, with C# scripting, because this is the one we are
learning how to use and to take advantage of each of its tools in order to create a
product according to the requirements and parameters established for this GameJam.
CONTROLS
BUTTON A
Move the player to the left.
BUTTON D
Move the player to the right.
BUTTON W
Move the player up.
BUTTON S
Move the player down.
BUTTON LEFT CLICK
Choose the minion to follow the player.
Choose the position to leave the minion.
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GAME DESIGN DOCUMENT
DEVELOPMENT
CLASSES
MANAGER
SceneManager
01_StartMenu
Level 1
Level 2
Level 3
Level 4
Credits
SoundManager
AudioSource
AudioClip
AudioMixer
PLAYER
MINIONS
FollowPlayer #1
Animator
MinionSteps #2
ObjectType #3
PROPS
ActivateAltar #1
DoorActivation #2
Animator
FinalDoor #3
SceneManager
IActivableObject
PlayerMovement#1
Animator
PlayerPickMinion #2
Animator
FollowPlayer
UI
SceneTransitionUI
MoveBackground #1
RepeatBackground #2
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GAME DESIGN DOCUMENT
VISUAL ART
STYLE
The game has a 2D style with pixel art content, camera type top down, so using this
pixel art assets and sprites. We created the terrain on a tiled palette and stylized its
content to create different kinds of levels, each one with a distinct size. to give our
players the sensation of progressive challenge and difficulty.
The start menu, tutorial and all elements between those were created from scratch and
adapted to our own style, so they convey the different shapes and themes of the game.
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GAME DESIGN DOCUMENT
AUDIO
STYLE
Medieval 8 bits middle.
MUSIC
1- Crystal Veil (Loop)
2 - Scepter of Shadows (Loop)
SOUND EFFECTS
STYLIZED
Altar Sound In
Altar Sound Out
Portal Gate Change Level
BlueGollemDown
BlueGolemFollow
GreenSlimeDown
GreenSlimeFollow
RedCrabDown
RedCrabFollow
Player Steps
ORIGINAL
53975-SCIENCE_FICTION_LEVITATION_MOVEMENT_SHORT_--Male_screams_with_an_angry_build_upNightingale_Music_Productions--short-slow-crispy-slime-horror-slither-guts-squelch-movement-creaturelow-slow_--short-slow-crispy-slime-horror-slither-guts-squelch-movement-creaturelow-slow_--SCIEnrg-Gurgleport_Flangy_Teleport_Portal-NMS-Soundsnap
Balloon-deflate-squeak-
Cute-animal-squeak-
Laser_Impact_Light_6
running-in-grass-6237
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GAME DESIGN DOCUMENT
PROJECT SCOPE
TIME SCALE
This is 2 day timeline project for the second GameJam for Generation Unity junior Devs
Bootcamp.
ANTICIPATED GAMEPLAY TIME
We expect that the game can be completed from one (1) to six (6) hours.
TARGET PLATFORMS
This game is planned to be played initially on web browsers such as Chrome, Brave,
Firefox, Opera, Safari, etc.
TEAM
Team Member #1 Juan José Paz García
Developer, level design, codification and documentation
3 hard working days lol
Team Member #2 Jacobo Vásquez Muñoz
UI/UX design and implementation, FX and documentation
3 hard working days lol
Team Member #3 Gabriel Nicolás Chaves Torres
Level design, implementation, sound effects and documentation
3 hard working days lol
Team Member #4 Laura Cristina Correa Patiño
Project management, Level design and documentation
3 hard working days lol
MONETIZATION
Donations.
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GAME DESIGN DOCUMENT
SCHEDULE
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FIRST DAY REPORT
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SECOND DAY REPORT
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LAST DAY EARLY REPORT
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LAST DAY FINAL REPORT
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GAME DESIGN DOCUMENT
LAST DAY FINAL REPORT
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GAME DESIGN DOCUMENT