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Eternal Hope (2)

This is not a Game Design Document (GDD). This is an evaluation prepared by the DoubleHitGames team, based not only on our expectations for the new game, but mainly on planned analyzes of what worked and what didn't in the previous game. We consider player expectations from the first game and reflect on our experience, examining what we were able to successfully accomplish and what challenges we faced.

This page is actively used by our creative team and project management staff from our Codecks Project page.



Execute Sumary

  • Continuation of "Eternal Hope 1".

  • Protagonist Ivi tries to bring Tibi back to life by traveling to the past.

  • Exploration of the Forgotten City and events that led the world of Tibia and Ivi to decay.

  • Ivi must prevent the use of the life force of the “An`mus”, in the sky city's technology, to avoid Eriel's wrath and Tibi's death.


Game Overview

  • Gender: Adventure and puzzles platform “2.9D”. “2.5D - Refers to 3D games with movements restricted to a single axis. Horizontal or vertical.”“2.9D - It is the same as 2.5D but the exception is that it is possible to access some depth of the scene. But with limitations that differentiate a 3D game.”

  • Theme: Exploration of the past, ancient technology, magic and adventure.

  • Goals: Prevent Tibi's death, uncover the past of the Forgotten City.


Game Mechanics

Some Features allowed to Level Puzzles

  • Pulley Physics

  • Rope Simulation

  • Rope Cut

  • Effect Air Zones

  • Frustrated Gravity

  • Moveable Platforms

  • Water Physics 

  • Fluid Physics (Just for small puzzles)


Ivi - Controllers

  • Walk

  • Run

  • Crouch

  • Jump

  • Jump Climb

  • FallJump (Frusted jump)

  • Push/Pull (Side and front)

  • Catch/Trhow

  • Swim

  • Dive

  • Float

  • ZipLine

  • Guardian Power (Racoon).

  • We are evaluating new guardians…



Racoon - Controllers

Ivi connects with the power of the guardian raccoon. In this mode, the player controls the raccoon and the ivi stays at the summoning location.

  • Allow access to lower places

  • Wall Climb

  • Wall Jump

  • Push/Pull (Small)

  • Jump

  • Jump/Climb

  • FallJump


Baby Dragon - Controllers

  • We are evaluating yet…



Characters and NPCS

  • Ivi: Protagonist who seeks to bring Tibi back to life.

  • Tibi: Character from game 1, still under consideration for the sequel.

  • Anmus: Creatures from the spiritual plane, function yet to be defined.
    When an An'mu sets aside their kindness, their souls are destroyed and they become Umbras. When this happens, their masks are removed from their faces.


Other characters:

  • Peoples of the High Forest:

  • Creatures of the Lower Forest

  • Deep Ocean Creatures

  • People of the Ancient Forgotten City, now called the City of Dawn?

  • Creatures of the City of Dawn

  • Creatures of the Dark Forest


Narrative and History

  • Ivi's journey to the past in the Forgotten City.

  • Objective to avoid the tragedy that will lead to Tibi’s death.

  • Conflict with the entity "Death" and the use of the vital force of creatures on the astral plane.

  • Resolution with a painful sacrifice to keep Tibi alive.


Progression of challenges and Levels

Describe the structure used to progress through Levels (Scenarios and game mechanics)

  • Working …


Art and Audio:

Visual aesthetics: Stylized art style with reduced polygons.

We are evaluating several artistic styles of different games in order to find the best application for the style of the game 1 and especially that matches the artistic style of the game's characters!

In order to optimize the asset creation process, we will test implementing Shaders for cartoons and stylized effects. Our intention is to be able to transform stylized assets not exactly developed for the game into assets that can be part of our environment. This can guarantee optimization in the creation process as we will be able to purchase assets from third parties and implement them in the world uniformly, ensuring that the artistic style remains.



Other games references

Our Unity3D Enviroments

  • Soundtrack:
    We maintain the technique used in Eternal Hope 1, which consists of theme songs for each environment being played in the background with highlights for ambient sounds and sound effects.

    Therefore, we have a mix of music, environmental sounds and sound effects. The music is mainly composed of string instruments and piano.

    Environmental sounds include birds chirping, running water, and the wind blowing through the trees. Sound effects include the sound of blocks being placed, enemies being defeated, and items being collected.


The game's audio is designed to create a relaxing and peaceful atmosphere during “CHILL” moments, and atmospheric when greater attention is needed. The music is soft and pleasant, and the environmental sounds are natural and harmonious. The sound effects are discreet and do not distract from the game.

Inspiration: Coraline “SlowMotion film by TIM BURTOM”
Exploration- Coraline Soundtrack


Puzzle Mechanics and Challenges

​BrainStorm Idea for some puzzle elements and their integrations:

“The Forest People live in structures made high above the ground, to avoid danger.

The Player must leave the surface

- Cargo hook: Automatically rises and falls when the Bell is rung.

- Bell: Activates the load hook.

- Cargo box/Draggable: Used to reach the bell or hook.

- Object to Catch/Trhow: Used to play on the rink and trigger the hook from a long distance.


Puzzle Solving.


- Player must use the cargo box to activate the bell manually for the first time. This will trigger the hook automatically.

- When the hook returns automatically, it will contain any object, which can be picked up by the player.

- Player must use the cargo box to reach the hook object. (When hanging from the gain, the object will fall to the ground).

- The Player needs to throw the object at the bell and return to the hook before it automatically rises

- If everything is ok, a cinematic will be activated to show the route to the upper buildings”

  • Object Manipulation: 
    Here players may need to move furniture, drag boxes, or interact with levers to create safe paths or open new paths.

  • Stealth Puzzles: 
    In certain parts of the game, Ivi needs to avoid dangerous enemies. This may involve finding silent routes, hiding in strategic locations, and choosing the right moments to advance undetected.

  • Resolution of Mechanisms:
    Some puzzles are based on mechanism solving, where players need to understand how certain devices in the environment work. This may include manipulating gears, switches, or levers to open doors or activate elevators.

  • Observation and Memorization:
    Attention to detail is key in "Eternal Hope 2." Players will often encounter puzzles that require careful observation and memorization of patterns. This may include deciphering codes, remembering the sequence of events, or finding visual clues in the environment.

  • Use of Light and Shadow:
    In contrast to the colorful and lively environment at the beginning of the game, we will approach a dark and gloomy atmosphere towards the game's late game, light and shadow will play a crucial role in many late-game puzzles. Players will need to use light sources to reveal paths or hide in the shadows to avoid being detected by enemies.
    This contrast in atmosphere helps the player distinguish the beginning of the journey from the end of the journey, it also adds to the player's immersion based on the hero's evolution and the sense of urgency and current danger of the game's progress.

  • Physics Based Puzzles:
    Many of the challenges involve applying physics principles to the game environment. This can include manipulating objects to create counterweights, balance platforms, or overcome physics-based obstacles.

The importance of these puzzles lies in the fact that they are integrated into the game's narrative. Solving these challenges not only allows players to progress, but also contributes to immersion in the game's atmosphere. Each puzzle is a piece of the story's larger puzzle, encouraging players to explore, think creatively, and stay engaged in the game experience.

We are still evaluating puzzles based on the evolution of the story and the game's difficulty curve!



Based on solving puzzles and overcoming environmental challenges.

Here are some key elements of the progression system in Eternal Hope 2:

  • Environmental Puzzles:
    The game features a series of puzzles that players need to solve to advance. These puzzles often involve interactions with the environment, such as moving objects, manipulating switches, and finding safe paths through dangerous areas.

  • Stealth and Avoidance of Enemies:
    At various points in the game, Ivi must avoid encounters with frightening enemies. This often involves hiding, moving silently, and choosing the right moments to advance without being detected.

  • Exploration:
    Exploring the environment is essential to find clues, secrets and alternative paths. Players can discover hidden areas that may contain useful items for progression. In Eternal hope 2, we've added additional control of the Racoon, and this brings a new layer of exploration to the environment!

  • Attention to the Environment:
    Immersive atmosphere and visual details. Players need to pay attention to the details of the environment to understand how to overcome obstacles and solve puzzles.

  • Fragmented History:
    The game's narrative is often fragmented and open to interpretation. Players may discover parts of the story throughout the game, but many details remain unclear, encouraging discussion and theories among players.

  • Bosses and Chase Sequences:
    At certain times, players may face bosses or go through intense chase sequences, increasing the tension and urgency of progression. It is important to note that the player's experience in "Eternal Hope 2" is heavily influenced by the game's unique atmosphere, sound design, and visual elements. We will try to bring a minimalist approach in terms of straightforward storytelling, allowing players to interpret the story from their own perspectives.

  • CheckPoints:
    Just like in game 1, we will keep the checkpoint system that allows players to continue from specific points in the game after death. These checkpoints are predefined and are scattered throughout the game, often occurring after the resolution of significant puzzles or important story moments. Once the player reaches a checkpoint, the game automatically saves their progress up to that point.
    The checkpoint system is designed using Level Design that assesses the balance between challenge and frustration, allowing players to learn from their mistakes and continue to progress through the game's narrative.

    We are still evaluating puzzles based on the evolution of the story and the game's difficulty curve!


Testing and Feedback:

Tests conducted by the internal team and the publisher's team in prototyping mode. Some assessment points include:

  • Control:
    Tests all controls defined for the hero and their interactions with the environment and dynamic and physical elements to ensure they are working the way they were designed to work.

  • Level Design:
    We evaluate whether the level design has inaccessible or hero-lock points that impede the game's progress. This is also where we evaluate whether it is possible to advance in a way that was not designed in the game.

  • CheckPoint:
    Test the restore stations to ensure that each restores the game correctly while maintaining correct progress.

  • Physics:
    This is where most BUGS reside. Here all physical elements of the game are tested to assess whether they present errors during puzzle solving and/or restoring the game through Checkpoints. Examples of physical elements: Ropes, platforms, water, pulleys.

  • Puzzle Solving:
    It evaluates whether the designed puzzles can be solved as expected and also whether they have different ways of being solved that were not previously imagined.

  • Audio:
    It is observed whether the audio applied to special effects, ambient sounds and music are in accordance with each game scenario and the evolution of the story.


 Launch and Distribution:

  • Release First half 2025 on PC, Xbox, Nintendo Switch and PlayStation.

  • Planning PR services and demonstration events before launch.

  • Game demonstration scheduled for June 2024, to be able to participate in the BIG Festival 2024 at Games COM Brazil and Brazil Game Show 2024 events. These are important events for the gaming industry and game developers as they allow for a lot of viewing and important partnerships, such as XBOX GAME PASS and EPIC GAMES FOUND.
    We will evaluate with the publisher whether the Demonstration will be restricted to the public at events or will be publicly available in stores!



  • We will be committed to the first year of post-publication, working on support for critical fixes and improvements.


 Final Considerations

This is not a Game Design Document (GDD). This is an evaluation prepared by the DoubleHitGames team, based not only on our expectations for the new game, but mainly on planned analyzes of what worked and what didn't in the previous game. We consider player expectations from the first game and reflect on our experience, examining what we were able to successfully accomplish and what challenges we faced.

We currently identify that our main challenge is not so much in the development of the game's programming, but rather in the artistic issues related to the 3D creation of the characters as protagonists, enemies, alieds etc.. We seek to ensure that these characters integrate cohesively into the game's universe, maintaining visual consistency with what players already know from the first game.

Evaluating our schedule, we consider it essential to use third-party assets for most of the environment's content, such as nature assets and various objects.

To ensure seamless integration, it is imperative that character models merge cohesively with these assets. We intend to analyze different styles of artistic rendering, seeking an efficient approach to transform third-party assets that may initially bear little resemblance to our universe, into assets fully integrated with the artistic style of our universe.

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