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Level Design | Items Design | Character Design | Concept Art | Writer
DESCRIPTION
A college project developed during my graduation, this game explores the concept of a co-op horror experience, where gameplay revolves around trusting your friend, giving and receiving directions—just not loud enough for the monsters to hear you!
You can check out the Game Design Document (GDD) right here!
YEAR
2021
GENRE
CO-OP TERROR
PLATAFORM
PC

LEVEL DESIGN


GAMEPLAY FLOW - FIRST SEQUENCE
After starting in Area 1, the player is free to explore the environment. Initially, the surroundings are quiet, containing only abandoned equipment, scattered open and closed cabinets, and environmental storytelling elements that hint at the game's background.
As players approach a specific point, a cutscene is triggered, and the atmosphere shifts: deformed and shattered bodies appear for the first time. A monster emerges behind the players, initiating a chase sequence. The cutscene ends as players begin to run.
The monster will continue the pursuit until the players return to Area 1. Upon doing so, a second cutscene plays, showing the entrance collapsing and crushing the monster—effectively killing it and blocking off the only known way out.
Fortunately, the players will soon find two maps near the area of the first cooperative puzzle. This puzzle serves as an introduction to the game's paired mechanics and is intentionally simple: players must perform simultaneous actions to unlock a door.
Once completed, a new area becomes accessible, where the first NPC, Marcão, is introduced (See image on the left).
This newly unlocked section encourages more exploration and deepens the narrative. While item collection begins here, items obtained through interactions with NPCs will only become essential starting from Level 2.








