This is a short game that I made for a 48 hour challenge that I did. I learned a lot and had a LOAD of fun. Every asset was something that I made myself, no imported asset packages at all. This is something that really challenged me because I am not necessarily the best at modeling or making textures.
Most of the stuff that I learned was from looking back at this project and getting feedback on it, which is something that I understand and that I appreciate. This is obviously not what I would consider to be a ‘complete’ project, but it was a 48 hour deadline so this is what I got.
Someone once told me, “The first 10 games you make are gonna suck, so get through them quick”. That is definitely something that I am working towards in my free time! I love prototyping random ideas in the middle of the week and then throwing them away after I realize why they wouldn’t work. Iteration and practice is clearly the fastest and best way to learning about the rights and wrongs of both the design and development of a game.
What went right?
- The eyes
- They are a staple to the astetic of this game, and I love the movement and randomized blinking.
- The flashlight texture is something that I think looks really cool, and the batteries
- Particle effects
- I think that the particle effects (both the ambient effect, and the explosion at the end) really bring in a minimal ascetic that I like to it. I wish that I did a more toon-like shader for the lighting though.
What went wrong?
- The UI
- The UI was almost an after thought with this little project, and I really wish that I had done more with it. The way that the dialouge comes up is terrible in retrospect, not to mention that I barely give the user any feedback at all.
- The difficulty
- The game is SUPER easy, and after one play through there is really no play challenge at all because you know where all the jumps are.
- Because this was a 48 hour deadline, there are certain things that were not optimized in my code, and there were things that I could’ve implemented to make it a lot better.
- Code implementaion
- I really could have taken advantage of things like coroutines, interfaces, and abstact classes a lot more in this project. I also used a lot more public variabels then I really needed to, due to the short deadline and the ease of use in the Unity Editor.
- The controls
- The controls were clunky, and were overall not that fun to play. It was actually pretty easy to get stuck on things that had sharp corners, because the player was a capsule collider, and when they hit a right angle it sometimes got stuck.
That’s not every little detail about what I could’ve done better, but I think that it’s a start. Thank’s for looking!