
One Card
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:
- A slash card that spawns a sword in front of the player to kill skeletons that collide with it.
- 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.
| Status | Prototype |
| Platforms | HTML5 |
| Author | barrales-d |
| Genre | Action |
| Made with | Unity |
| Tags | 3D, No AI, Singleplayer, Unity |

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