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      Table of Contents

┏━━━━━━━┳━━━━━━━━━━━━━━━━━┓ ┃ 1 ┃ Premise ┃ ┣━━━━━━━╋━━━━━━━━━━━━━━━━━┫ ┃ 2 ┃ Story ┃ ┣━━━━━━━╋━━━━━━━━━━━━━━━━━┫ ┃ 3 ┃ Mechanics ┃ ┣━━━━━━━╋━━━━━━━━━━━━━━━━━┫ ┃ 4 ┃ Why ┃ ┣━━━━━━━╋━━━━━━━━━━━━━━━━━┫ ┃ 5 ┃ The future ┃ ┗━━━━━━━┻━━━━━━━━━━━━━━━━━┛

  1. Story

The year is 2006 and you're a Web Designer. Life's nice and simple. You haven't landed your first job, but your local fame attracts some freelancing work for you. The internet speed is rubbish. Parties are great. You're always on the road. The only question is: can you pay the rent by the end of the week?

  1. Story

Dungeons & Deadlines is an Role Playing Game that blends elements of roguelike, RPG and Point & Click Adventure. The main ideas came to me while developing it. I knew I wanted to write a script that made day-to-day life look more interesting than it seems. I also knew I wanted to learn and make use of Javascript methods and functions, so I thought about doing things with tools such as the Math object, randomising things, keeping a stats system and using the user's date & hour to make the game experience more unique and immersive.

In terms of aestethics, I liked the idea of being on the road and the unexepcted wonders of self-employment. Having no fixed schedule is both a blessing and a curse. This is also emphasized with the structure of the 7 levels: You start on Monday, each of the 7 levels is a day of the week, with the final boss (RENT) due to next Monday.

  1. Mechanics

The rules of the game are easy. You start with 0 coins. You go through 7 levels in order to aquire 10 coins to pay your rent.

There are 3 types of levels: code challenges, mystery events and fuel stations.

The mechanics of the game are governed by 3 stats: NRG, Flex and Internet. In addition, there is a currency (simply called coins).

  1. Why

I made this game out of passion and because I wanted to make a game about day-to-day life. I believe our current culture alienates us to the point where we're not able to experience our day-to-day moments as real and common experience. For instance, people are focused on the destination and not the journey. I believe this is a common thread in our current culture and it benefits some people more than others, but it usually benefits the people who own the destination or the means of the journey. This game is about re-connecting to the journey itself and seeing the real, omnipresent and valuable moments in it (rather than seeing it as a means to an end). Because who knows what tomorrow might bring, right?

  1. The future

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