Case Study · 2D Top-Down Game

BLACK
FRIDAY

A 2D top-down stealth escape game set in a chaotic retail store — where finding the keys to escape means surviving the most dangerous shopping day of the year.

EngineUnity
LanguageC#
Duration16 Weeks
Team Size5 Students
My RoleDesigner & Dev

Turning Consumer Chaos Into Game Tension

Black Friday started with a focused challenge: how do you turn everyday consumer chaos into a tense, replayable game system without relying on puzzles or complex narrative?

Our goal was to create stress and urgency purely through movement, enemy behavior, and time pressure — making the experience feel overwhelming in a way that mirrors real Black Friday crowds: fast, claustrophobic, and unpredictable.

Black Friday Game Screenshot

Who We Designed For

Our target audience is casual and indie players who enjoy exploration, puzzle solving, and stealth mechanics. Fans of top-down adventure and roguelike games will find the gameplay familiar yet fresh. Players who appreciate creative, satirical twists on real-world events — like turning a Black Friday mall into a high-stakes escape — will be especially drawn in.

How We Built It

01

GDD & Concept

Wrote a Game Design Document establishing core loop: collect items, avoid enemies, escape before time runs out.

02

Unity Prototype

Built early maze prototype with 8-directional movement and basic enemy patrol to test core tension.

03

Playtesting

Ran iterative user playtests asking: do players understand detection? Is time limit fair? Does the maze encourage exploration?

04

MDA Analysis

Applied MDA framework to evaluate player experience and tune systems based on failure points and feedback.

Core Mechanics

🕹️
8-Dir Movement

Precise 8-directional navigation built for tight maze corridors.

👁️
Line of Sight

Enemy detection using line-of-sight to reward careful positioning.

🤖
Stealth AI

Patrol routes with predictable behavior — challenging but readable.

⏱️
Timer System

Constant pressure through a countdown that forces decisive action.

🔑
Key Collectables

Randomized key and item spawns increase replayability each run.

Power-Ups

Situational abilities that create risk/reward decisions mid-run.

See Them In Action

👻Invisibility Power-Up
👻 Invisibility

Invisibility Power-Up

Temporarily renders the player invisible to enemies, allowing safe passage through heavily patrolled areas.

Speed Boost Power-Up
⚡ Speed Boost

Speed Boost Power-Up

Doubles movement speed for a short burst — perfect for grabbing a key and escaping before the timer runs out.

What I Built

Level Design — Designed the AEKI store layout, including maze flow, chokepoints, and escalating difficulty as players go deeper.

Power-Up Mechanics — Designed and coded the power-up system, balancing timing and availability for fair but exciting use.

Collectable Mechanics — Built the collectable system including randomized spawning logic for replayability.

UI & Start Screen — Created all menu UI, HUD elements, and the start screen experience in Unity.

What We Overcame

Challenge

Team Scheduling

With 5 members and different class schedules, coordinating development time was a constant challenge across the semester.

Solution

Async Workflow

We maximized in-class work time, used group chats actively, and divided tasks so progress could continue independently.

Challenge

GitHub Merge Conflicts

Unity's scene-based structure caused significant merge conflicts and occasional corruption when multiple members worked simultaneously.

Solution

Sequential Scene Work

Members avoided simultaneous edits, worked on separate scenes, and maintained strict pull/push protocols with frequent backups.

Challenge

Stealth Balance

Making the detection system feel tense but fair was an ongoing design challenge throughout playtesting rounds.

Solution

Visual Feedback System

We implemented a visual indicator system so players can clearly understand their detection risk at all times.

What We Shipped

The project resulted in a complete, fully playable two-level 2D top-down escape game. Reflecting on development, the game grew from a simple early prototype into a polished and engaging experience shaped extensively by iterative testing, continuous refinement, and close team collaboration.

2
Fully playable
game levels
5
Team members
collaborating
16
Weeks of
development
Randomized
layouts

Where It Could Go

More levels with increasing difficulty and new store sections

Ranking and leaderboard system to encourage competition and replayability

Polished visuals and custom sprite designs for all characters

Varied enemy types with different speeds, detection ranges, and behaviors

Additional power-ups and tools like temporary shields, noise makers, and traps

Boss encounter system as a final challenge at the store exit

Try It Yourself

The game is live and playable — jump in and see how long you can survive.