Documenting the core mechanics of a standard action combat game and devising alcohol-themed equivalents.
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Many comparisons can be drawn between a first-person shooter and this beverage-based reinterpretation. Firearms could be swapped out for water guns modified to handle various types of liquor-based ammunition. The interface might display remaining alcohol in the form of drinkware commonly found in liquor stores, serving as a visual cue for resource tracking. A breathalyzer could function as a health indicator by measuring levels of sobriety.
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Please refer to the image above for a visual reference. The rough mockup presents the player’s perspective along with early interface elements.
Developed an alcohol-themed positive feedback loop parodying Call of Duty 4: Modern Warfare, rewarding players for taking down multiple opponents in a single life.
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A progression system was created that unlocks liquor-based abilities after players cause several enemies to pass out from intoxication. This mechanic promotes bold tactics and reinforces high-momentum gameplay.
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Please refer to the image above for a visual reference. These are just two unlockable examples. One is the martini grenade and the other is a keg-powered jetpack.
Created a flow chart illustrating the structure of a standard gameplay session.
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While intoxicating opponents is a key objective, the experience includes additional layers. Liquor stores act as bases of operation where players can purchase ammunition and weapons. These tools assist in eliminating more targets that hinder a team from capturing bars, which then generate additional income.
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Please note that the gameplay loop shown here is a general example intended to help guide the development team in a specific direction. It can be refined throughout the production process.
An end goal was introduced to align the gameplay more closely with a multiplayer online battle arena structure.
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Players must fill a massive pitcher located in the enemy’s bar by unloading their entire stock of alcoholic drinks onto it. Victory is achieved once the it is filled enough to overwhelm the opposing team through alcohol poisoning.
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Please refer to the image above for a visual reference. The featured drink is called the Inception. This is the ultimate target for both teams. It's inspired by the movie with the same title, parodying its central idea—not as a dream within a dream, but as a drink within a drink.
Intoxicating opponents is essential for progress in every single match. Since this is a major theme, it’s important to explain how it functions.
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To simulate drunkenness, the game introduces warped sound, blurred visuals, and intentionally unstable physics. If players manage to keep their character upright for a short period, they are rewarded with faster recovery toward sobriety.
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Please refer to the image above for a visual reference. It offers a rough idea of what a tipsy opponent might look like during gameplay.