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ALLFREDONE

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GENRE

Local co-op, puzzle

ENGINE

Unity (C#)

ROLE

Game designer, level designer, game programmer.

TEAM SIZE

4

ITCH.IO PROFILE

GAME STATUS

Prototype

DOCUMENTS

GOALS

  • Real cooperation, not just task division

  • Shared, binding progression system

  • Light, comedic tone, without sacrificing strategic depth

AllfredOne is an isometric co-op puzzle game: two clones must complete tasks for their extremely lazy creator, gaining abilities only through a shared stat system.

game

MY CONTRIBUTION

The project stems from an original idea of mine, first developed with a university team, then redesigned independently in the version documented in the current GDD.

Among the most significant contributions:

  • Shared Stat System

    • Result: mechanics that prevent the "one-man-army" effect and force constant dialogue between players.

    • Problem: turning stats — inherently an individual mechanic — into a tool for genuine cooperation, avoiding two single-player experiences played in parallel.

    • Solution: a shared, limited point pool (2 per stat), distributable only through a single menu with exclusive access, where every choice one player makes becomes a constraint for the other.

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  • Stats as Collaborative Mechanics

    • Result: cooperation stops living only in the point-distribution phase and becomes a constant, moment-to-moment action.

    • Problem: making sure that using stats — not just distributing them — also required real joint action.

    • Solution: each stat changes its nature (not just its intensity) depending on whether it's used by one or both players — e.g. Strength moves objects alone, rotates them in two; Intelligence activates single switches or remote combinations — reinforced by the level design itself.

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  • Solo-Phase Mechanics Redesign

    • Result: reduced cognitive load, more usable, dynamic gameplay with higher player interaction.

    • Problem: evolving the university prototype into a more solid, readable, highly interactive system.

    • Solution: revision and rebalancing of stat points, the number of stats, and their effect when shared by two players.

Level Design Showcase

Level 1 — AllfredOne's House (Tutorial)

Level goal: teach the four base stats (Strength, Intelligence, Agility, Size) through action rather than explanatory text, keeping the comedic pace of the narrative opening.

Framework and references: an "isolated-problem onboarding" structure typical of co-op puzzle games (Human: Fall Flat, It Takes Two) — each new mechanic is introduced in a contained space before being combined with the others.

Main beats:

  • Entering the house through a pipe (introduces Size)

  • Opening the garage with a double switch (introduces Intelligence)

  • Building a "ladder" out of movable furniture (introduces Strength and Agility in combination)

  • Cooperative rotation of the box to pull it out of the room (introduces two-player interaction)

Level 2 — Post Office

Level goal: move players from guided learning to environment-guided learning, introducing two more technical mechanics (timed switch, piston) without the support of explicit dialogue.

Framework and references: "environmental" design in the style of Death's Door / God of War Ragnarok, where signage, NPCs, and spatial composition replace the text tutorial.

Main beats:

  • Gathering information from an NPC (reinforces exploration as a tool for progression)

  • Double door with combined local/remote activation (introduces remote cooperation)

  • Timed platform in the warehouse (introduces time pressure)

  • Faulty piston to force manually (introduces an object with movement constraints)

Level 3 — Complaints Office

Level goal: break the horizontal structure seen up to this point with a vertical 3D puzzle, increasing spatial complexity without introducing new stats.

Framework and references: an explicit nod to the classic arcade game Q*bert, reinterpreted in a co-op key with the addition of elevators and pressure panels that respond to weight inversely.

Main beats:

  • Repositioning and rotating the initial ramp

  • Crossing a narrow area to reach a hidden elevator

  • Cooperatively carrying a piston-box across multiple floors via elevators

  • An "inverse" pressure panel (more weight = less height) as the mechanic's final twist

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