Play it here!
Its like Wario Ware, but the mini games are painful and based off of the daily life of an office worker.
RLDQ was a game created over a 7 week period as part of UCSC’s CMPM 120 and ARTG 120 classes. The game was created in joint effort with Yash Solanki and Jacob Burnworth. I was in charge of game assets as well as giving feedback to the programmers about game feel and progress. Yash and Jacob both worked as programmers responding to feedback and on occasion providing criticism for art assets. Music for this game was provided by Darius Rudominer.
rLDQ is a comical take on a computer scientist’s life. The player must complete seemingly mundane tasks and end the day with a required score to continue. The faster tasks are completed the more points a player will earn, however the faster a player goes the more mistakes they may make causing them to lose more health.
Game prototyping and conceptualization started in week 3 of the 120 classes. As, what we considered to be, intermediate game designers we knew that we wanted to create a game with a 2-7 minute core gameplay loop. This was in our opinions, our first success. This constraint allowed us to make a game that was kept within a scope that was in no way under or over for 7 weeks.
We first started out by bouncing around ideas to figure out what we could make in the self set constraint of 2-7 minutes. This time was too short for a RPG or some other narrative based game, so we eventually unanimously settled on a set of minigames to be used as one cohesive game. Our original idea had a total of three games. There was a brushing teeth game, stamping game, and a setting your alarm clock. We built these four over the next two weeks using no temp art at any point in the process and instead using art that we could settle with if we had to submit a final copy in that timeframe. This was what we considered our second success. By not using temp art and instead creating all finalized art assets at the start, we could begin working on new states/minigames without considering the possibility that we would have to work backwards. This also allowed us to get useful feedback early on as players would concentrate more towards the game mechanics side of things instead of the art.
Some variations of assets.