Hello Everyone from Code for a Cause!!(or anyone just viewing around)

This game was made for the theme of "Only One" .  I am very new to Game Jams and game dev in general but I wanted to try as a learning experience. 

Controls for this game is MOUSE-ONLY:

  • the player automatically walks towards your mouse
  • Click the screen to use your current card ability.  

What I wanted to do:

My Idea for this theme was having only one upgrade card per run, I was inspired by rouge-like games and wanted a mix of vampire survivor gameplay.  I wanted to have at least 5 card upgrades that you gradually unlock over playing  and completing a certain amount of runs. I was hoping to have at 2 types of enemies that had different play styles.  And Lastly, I am an artist and wanted to create a good amount of the art for the game.

What I did do:

Despite having 3 days, I sadly couldn't create a full game  or even a good prototype,  But I am okay with that, I am taking this as a great and fun learning experience.

I finished 2 card upgrades:

  1. A slash card that spawns a sword in front of the player to kill skeletons that collide with it. 
  2. A dash card that teleports the player in the direction they are facing and kills skeletons in the dashes path. 

Art-wise, I created the marshmallow character model and run animation that in my opinion is pretty fun and bouncy. I also created the card Art for the 2 card upgrades I finished.

Code-wise, I was able to create a dynamic Inventory system that allows the player to use the active card's ability. 

What I learned:

So what did I learn from doing this game jam? I feel like I learnt alot!

I used Unity to create this game which is a game engine I've only recently started to learn, I used basic techniques to detect collision and create a basic game loop. But I also used more complex techniques like Polymorphism to create my card ability system.  

What I would do differently:

 I found out how dynamic Unity can be and how many different ways there are of doing the same thing. But because of this there were times where I felt like I may have been doing the completely wrong thing and wasting time. For example my card inventory system is the most complex thing of my game and I really feel like there was a way more simpler approach that I just could not find. 

The next game jam I do I will definitely plan out a system this complex on paper so that when I do go into Unity, I go in with a plan. Hopefully, significantly, increasing my production time. 

Overall I love game dev and am happy with my prototype game. I will definitely, probably continue to work on it; To at least bring it to a complete demo state that can really show exactly what I wanted the game to be.   

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