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FÉLIX-ANTOINE DÉSY
GAME DESIGNER
CONTEXT
MENTAL LOAD
MENTAL LOAD
PROJECT
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Isometric Tower Defense
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Unreal Engine 5
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Developped in 4 weeks (April 2025)
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Produced by 5 students
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EJVM Spring Jam winner
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Theme : Charge
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Game Design
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Programming
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Sound Design
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Music
ROLE
PILLARS
BUILD & MANAGE
PROGRESS
DEFEND
Manage your towers
by placing and repairing them
to ensure protection to your brain.
Progress through the levels to
earn new towers and face stronger enemies.
Level up your upgrades to become stronger.
Kill enemies with your towers to
prevent them from damaging your brain
and earn rewards to help you progress.



GAMEPLAY LOOPS
MICRO
Buy Towers and place them on an appropriate Spot
Kill Enemies to gain Dopamine and prevent them from reaching your Brain
Keep your Towers active by manually recharging them through a randomly selected Mini-Game
MESO
Collect Keys and Serotonin Charges that might fall from the sky
Unlock Locked Spots by using Keys and build more Towers
Build up your Serotonin meter by collecting Charges and defeating Enemies to unleash your Ultimate ability
Be rewarded with a choice from three random permanent Upgrades at the end of each wave
MACRO
Keep leveling up your Upgrades through the Brain with your extra Dopamine
Defend your Brain until the last wave of Enemies has been concluded
Navigate through the levels to try new Towers and defeat increasingly more powerful Enemies
MECHANICS
BRAIN

Defend it against Enemies or they will damage it, lowering your total HP
If your Brain's HP falls to 0, you lose the game

Interact with it to open the Brain shop and spend Dopamine to buy Towers and Upgrades
DOPAMINE
TOWERS
UPGRADES

TOWERS
BUY - CARRY - BUILD
When you buy a Tower from the Brain, you gain a Tower Box that you can carry or drop
You can carry up to three Boxes at once with each Box making your character move significantly slower
If you drop a Box on a Tower Spot, you will build a Tower accordingly to the color of the Box
MANAGE
Build the right Tower for the right Spot
Recharge your Towers by succeeding at a random Mini-Game
Swap a Tower for another one by throwing a new Box on an occupied Spot


DEFEND
Use strategy and speed to manage your Towers and prevent Enemies from reaching your Brain
Each Tower has a unique behavior and is more profficient against a certain type of Enemy
COFFEE MACHINE
- Fast shooting speed -
- Single target hit -
- Stronger against Pillows -
SPOTLIGHT
- Long range area of damage -
- High charge consumption rate -
- Stronger against Ghosts -
BANK TOWER
- Damages in all directions at once -
- Short range -
- Stronger against Piggys -
CLOCK TOWER
- Long range multitarget projectile -
- Slowing effect -
- Stronger against Candles -
MINI-GAMES
When you interact with a Tower that is charged below 75%, you trigger a Mini-Game
Each Mini-Game is a short puzzle that will reward speed and precision
When completed, the Tower will be fully recharged
DOPAMINE & SEROTONIN
UPGRADES
ENEMIES
COLLECTIBLES
TELESCOPE
You can spend it by buying Towers or Upgrades from the Brain
Since the Upgrades are much more expensive, they are a good way to spend your extra Dopamine for a strong permanent increase in power

Dopamine is the base currency that you obtain by killing Enemies
Serotonin fills up your Ultimate meter when obtained
You gain Serotonin by killing Enemies and by collecting Serotonin Charges
Activate your Ultimate when your meter is full to recharge all Towers instantly as well as increase movement and shooting speed temporarily
Choose between three random Upgrades after each wave
The Brain shop lets you spend extra Dopamine for even more Upgrades at an increasing cost depending on its level
Once killed, each Enemy type has a chance to drop a unique Collectible that provides different benefits to your character
There are four Enemy types, each with unique attributes that affect their speed, health and damage
Avoid touching them, as each type of Enemy will punish you in a different way
Stronger versions of these Enemies will begin to appear as you progress further







Each Upgrade is permanent and can be leveled up
PILLOWS
GHOSTS
PIGGYS
CANDLES


- Moderate speed and health -
- Puts you to sleep for a moment when touched -
- High speed and low health -
- Inverts your controls when touched -


- Low speed and high health -
- Steals dopamine when touched -
- Considerable speed and health -
- Slows you down for a while when touched -



CHARGE
KEY
Allows you to unlock locked
Tower Spots
GIFTS
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Gifts will fall randomly from the sky and offer one of two rewards
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Those will stay on the map until the player picks them up
DROPS
Collectibles encourage exploration, making certain upgrades even more useful


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Each enemy has a chance to release its associated drop when killed
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They each offer a temporary buff when picked up
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The drops will disappear after a while if not collected
SPEED BUFF
INVULNERABILITY
EXTRA DOPAMINE
BRAIN RECALL

Changes the perspective
Grants an expended view of the level
Increases your serotonin meter
TUTORIAL
The first level is dedicated to a tutorial and lasts only 5 waves instead of 10.
A text appears before each wave to explain the mechanics of the game one by one.
This ensures that players learn all mechanics step by step in a logical sequence.
Before the first wave, the player is told to buy a Tower at the Shop and place it on the nearest Spot.
There is only one Tower available so the player does what it is told without having to guess.
The round is easily completed and the player receives new instructions as a new Tower is unlocked at the Shop.

The Tower Blueprints make use of the EQS to evaluate two conditions :
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Range Check : A line trace is performed from a set height toward a target at a defined location. This establishes the Tower's effective range.
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Target Selection : From the valid targets within range, the Tower chooses the Enemy closest to the Brain and designates it as the priority target.
Once a target is selected, the Tower executes its firing logic according to its type.

SCRIPTING
THOUGHTS
Although we faced several challenges during the development of Mental Load, our consistent organization and clear team communication kept us aligned and allowed us to overcome obstacles efficiently.
From the start, we knew we wanted at least four distinct Tower types, each corresponding to a specific Enemy type. We explored various ways to represent them visually and thematically. Ultimately, we decided to focus on four everyday sources of stress: sleep, fear, money, and time. These themes not only shaped the visual identity of the Towers and Enemies but also reinforced the core concept of Mental Load.
The in-game economy was another area we put a lot of thought into. One major issue we faced for a large part of the production was that players often ended up with too much Dopamine to spend during the later waves of regular levels. Once all Tower Spots were occupied, players had no reason to spend more Dopamine, which limited strategic options.
To solve this, we implemented two key solutions. First, players could now swap an existing Tower for a stronger or more efficient one, allowing for deeper mid-game strategy. Second, we introduced Upgrades in the shop which gave players a meaningful way to spend excess resources. This system also made it easier to track how many levels of a specific Upgrade the player had invested in, adding another layer of progression and planning.
In the end, many of our initial ideas evolved or were scrapped, and we even completely reworked our approach to the Level Design after a playtest session revealed that the exploration aspect wasn’t engaging enough. We adapted throughout the entire production, continuously refining the experience to make it as enjoyable as possible, while also aiming to push the boundaries of the Tower Defense genre.
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