JOHN MACALUSO
Writer
Artist
Strategist
Bestest Friend
NOTE: Keep scrolling to learn how this got built!
THE PROBLEM:
Creative agencies are fun, but with one bad apple, they can become a toxic cesspool where talentless bullies thrive.
THE INSIGHT:
A bad creative agency feels like a 90s-style beat-em-up game. Once you beat one boss, the next is lying in wait... You present to ACD, then CD, then Account. Then Strat. Then internal Execs... THEN you get to the next round of "bosses" on the client side...
THE IDEA:
Call out toxicity with a playable game where you can pick your job and fight your way to the creative director. It's a concept in a single level. And just like real life, the game is MUCH easier when you play with a partner.
HOW IT HAPPENED:
I hand drew everything by myself. Every single pixel. Then, I worked with the GoDot engine to build and code. AI helped troubleshoot when I got stuck, but mostly this was a learning exercise for me. I've played games me entire life... But could I BUILD one?
SHOUT OUT TO CHRIS WEIDERMAN FOR THE MUSICCCCC.
PLAYER CHARACTERS:

The Copywriter is the melee class. With punches and invincibility frames and a lunge, he slams his way through problems and people.

The Art Director is the ranged playable character. She throws targeted paintbrushes and nimbly maneuvers briefs and obstacles.
THE BASIC ENEMIES:

Intern - Annoying, fast and always in your face or surrounding you with questions (and punches).

Admin - Ranged mail attacks with a coward AI coded so she always avoids close interactions.

New Biz - A brute with a charged attack that comes out of nowhere and hits you when you're busiest.
THE BOSS:

The Creative Director - A scared, insecure white man hiding in a designer sneaker. They're your ideas, he's just gonna borrow them for awhile (yes he'll be attending the shoot).
He has two attacks, a crippling jump stomp, and a Liquid Death Can Attack.



STAGE 1:
The 1st Stage is broken into three parts. The Elevator Bay, the Main Floor and The CD's Desk. Players can only move on once they defeat the enemies in the current section.
I made sure to include the lame stuff from creative agencies. From taglines as murals that largely mean nothing to posters that feel like they belong in a sweatshop. I even featured Liquid Death and Yeti posters... A weird obsession I've seen with CDs and boring white dudes on LinkedIn.
We also put a bunch of liquor bottles around the CD's area because... Well... Obviously.


STAGE 1:

SPRITES

















