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DR.GUNTER'S CLINIC

Dr Gunter’s Clinic is a 2D, turn-based RPG game where the player plays as Doctor Gunter, a doctor who specialises in using his big guns (aka muscles) to punch and destroy any kidney stones that may be affecting his patients.

The player, alongside punching the kidney stones, can use their various surgeon skills,  as well as the many items picked up from the patients along the way to assist his surgeries on the many unique people that come into his clinic, looking for assistance. The more experience he gains, the more he learns the truth about himself and face it once and for all.

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The game can be found and downloaded at https://uowmgames.itch.io/dr-gunters-clinic

MY ROLE IN THE PROJECT

Dr. Gunter's Clinic was made as my very first major project at UOWMKDU. I was the lead designer on my team, Anonymous Entertainment Association.

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For this game, what I did was: 

- Design the overall gameplay mechanics and gameplay flow.

- Co-wrote the dialogue for all levels.

- Worked closely with the artist to brainstorm the character designs.

- Wrote the overarching narrative of the game.

- Balanced the gameplay alongside the other designer. 

DESIGN PILLARS

01

Planning and Strategising

Strategizing a way to handle your patient in the most efficient way possible in order to fully satisfy them and rid them of their kidney stone

02

Forming Bonds

Getting to know all your patients on a deeper level that is probably completely unprofessional for a kidney stone removal doctor.

More Info

1

Gameplay Mechanics

2

Narrative, Characters & Dialogue

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Post-mortem

What worked?

  • A unique premise that was executed in a way that made sense

  • Fun and unique characters, some of which players found unexpected

  • A lot of people laughed and enjoyed the jokes within the dialogue

  • The core gameplay: many found it fun, getting rid of the kidney stone. It was engaging enough, with good variation between levels

What could have been improved?

  •  The resource players used to manage the skills in combat. Balancing values was tricky to get right, and we didn’t end up managing it correctly, making the stronger skills too easy to use, making every fight too easy

What did I learn?

  • Concise dialogue that gets its point across, yet is still entertaining is a core part to visual novel-style games, and very important to get right

  • A solid premise that is well-executed is always a good foundation for a fun game

  • Balancing values takes a lot of iterations to get right, and may not always solve a core problem with the game

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