GAME BACKGROUND:

Age: 19

You are in a coma. Your mind feels foggy...

Your body currently resides in the hospital bed. You’ve made an attempt to take your own life but your body is still hanging on. You find yourself in a strange place… You don’t recognize where you are but the surroundings feel familiar. 

Your spirit awakens in limbo. You start wandering around and come upon familiar memories, as well as your inner vices manifested as evil demons wandering deep in your mind. You must go around to collect your memories to consolidate your own soul, before advancing on to the next level while avoiding the evil spirits.


INSTRUCTION:

Stars unlock memories to beat the level. 

Use the arrow keys to navigate, spacebar to jump, shift to shoot. 

Idea Process:

Our inspiration is from the movie related to spirit. In the process, we talk about the platform games' interaction, mechanism.  Our idea is about the spirit looking for memories. In this process, we talk about the character's shape. We found a lot of references. We think that the spirit should not have gender. 

 


A development devlog that includes 3 sections

- The development process overall

Our team aimed to delegate duties equally that allowed us to work remotely while collaborating in the process. We were able to communicate through a group chat where we were able to aid each other in building our game. We each worked on certain aspects in the game that we had divided up in person while updating each other on bugs and issues. It was challenging to get all our levels to sync up and work cohesively but through Unity Collab we were able to coordinate our moving parts successfully.

- Design docs, development images, notes

Goal: Collect Memories 


Ending: Accepting death(Win: wake up; Failure: still sleep)

Enemies: Obsessions/evil spirits 

Shooting: Fighting enemies (fighting yourself) 

Character: cute ghost (of a teenage girl) 


Levels:levels are associated with a type a memory (happy, sad, angry, etc)

Character tutorial (how to play, goals, objectives) 

Each memory is a level

Level 1: Sad memory

Level 2: Scary memory

Level 3: Happy memory 

Story:

You are a spirit wandering the limbo between life and death. 

The girl has depression. 

You have experienced a failed suicide attempt. You must go through 

Sad story - Your dog got lost - turns into acceptance - turns into a happy memory 

Scary memory - You are scared of ghosts but the ghosts ended up being your grandma protecting you 

Happy memory - Mom’s cooking and eating meals with the whole family - makes you feel grateful and happy

Ending - You come back to life, save yourself, you are no longer depressed

- Playtesting feedback

It is hard to find all the stars/knowing how many there are in the scene to pass the level, especially as the levels get harder.

The music really fits the mood and storyline! 

It is a little hard to catch all the dialogue - is the goal to read all the dialogue or get all the stars?

When jumping, it gets a little confusing when getting stuck on walls

It would be more clear if the stars were put near the background objects to create the memory = star association


A postmortem devlog that includes 4 sections

- Successes (What went right)

Our group was able to create a fully functional platformer game with a full game loop, interactive objects, a point/health system, enemies that targeted you, a player that can shoot bullets, and dialogue that were triggered by objects for a more immersive experience. We maintained a consistent aesthetic throughout the entirety of the game. We also were able to collaborate well with meeting outside of class and keeping in communication with each other. 

- Failures (What went wrong)

We had originally planned for the background objects that trigger the dialogue to be also interactive with the player but ran out of time. Additionally, we ran out of time to create more animations for our players and enemy sprites so that they become more lively. We had also tried implementing a health bar + life count system where when you lose all your HP, you lose one life that remained consistent throughout the whole game. Instead, we ended up using a simple HP health bar that reset at the beginning of each level. 

- Lessons Learned (What did you learn from your failures or how did you overcome them)

Things we learned from the making of this game are how to play with lighting in Unity 2D, how to create a character that can shoot and interact with its surroundings, how to create a health bar UI and general level design in a 2D platformer setting. 

We also learned the importance of collaboration and group work in dividing up tasks equally to make a functioning game within our time constraints. 

- Future Development (If you were to continue working on this game how would you improve it)

For the future, we would like to implement a more sophisticated health system that would remain the same throughout the whole game to for a better flow from level to level.  We would also like to create enemies that physically attack you instead of just hovering towards you and more attacks that can be used for the main player. Given more time, we would like for more variations/enemy types that can maybe be relevant and unique to each level. 

For the purpose of the story we are trying to tell with our game, we would also consider creating cutscenes in between levels to show the process of accepting your memories.



StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorstarahu, sophie1412

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Assignment 3 Mac.app.zip 68 MB
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Assignment3 win.zip 46 MB

Comments

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The light tracking on this game is sooo cool. I also think the sound element is great. The whole design is super cohesive. 

This is one of the cutest most endearing games I have ever seen. Truly, I love everything about this game. From the aesthetic, to the way it plays, I am emotionally attached to this game. Also A+ for the sound effects. Love  

Shadow and light is really an attractive mechanism. But I think that let the shadow part not be completely dark, but a little fuzzy outline will have a more terrifying effect.

I like this dark game scene, giving a sense of mystery. This light and shadow effects add a sense of mystery. This game is telling a story. It makes it meaningful.

Love the aesthetic and the sounds of the game, especially you are using different background music in different scenes that help the storytelling. The spotlight is definitely a unique experience design that mystifies the game exploration. As what you've talked about before, the player may get lost in the game. So maybe a hidden lighthouse in the map that could lighten the whole game and guide the player is a potential.

I love the design and aesthetically, the fog and the spotlight look amazing in this game. It also provides a really professional vibe to me. 

I'm not totally sure why, but this game feels smooth and official. It's almost to the level where I would pay for it on steam and then genuinely enjoy it. I'm not sure what the overall intentions are with this, but I would highly suggest returning to this project and getting it to that level because it's so close!

The whole style is cool and reminds me to think of the game called "little Nightmares." which is one of my favorite video games. Also, I like the idea that the main character would be shot in a spotlight, which makes people can concentrate when they play this game.  

The lighting is genius!!! I can't believe how simple yet effective it is!! The space/settings you guys were going for is the perfect companion for that lighting. Information wise it's almost like a 3-d game on a plane since players can only see where the lights are rendered. The combo of in-media res and introspection is really interesting and executed very well.

The art work, design and style aesthetic for this game was amazing and I loved it. The fog and lighting effect in the game was really well executed. I did end up getting lost on the map though and could not figure out my way. I think it would be interesting if you could experiment with lighting in a way that it guides the player to where they are supposed to go. 

The visuals in the game were great but I think you could play around with typography to make it consistent with the overall aesthetic of the game. 

Really beautiful art style for this one.  I love the character and the world design as well as the concept  behind it of collecting lost memories. A few bugs, but only a few that impede gameplay. The cubes need to be tagged as ground so that the player can jump off of them after pushing them. That should be a quick fix. The player's health also feels too high or the obstacles don't do enough damage, the enemies don't do any damage at all. Consider locking the rotation of the enemies as well, as well as maybe implementing a way to defeat them.

This is so far my fav one!!!! The overall design and game mechanism are amazing, it's defiantly a very well complete game. It's very interesting to play with, even though I haven't gone to the final win scene. I also sent this game to my friends to play with, they all like it hahaha. By the way, the game design is lit!

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Beautiful design in both visual and play! Due to the spotlight, I became so curious about the environment kept touring when playing. I loved the scaled objects which enhance the fictional and fantasy experience. Coherent typography in the dialog and a navigation map of each level would elevate the game experience!  

I loved the lighting in your game so much! I know there was talk about making things more visible, but I think it's good as is. I personally appreciate the element of mystery. It reminds me of some parts in the pokemon games where there's darkness and the player uses a light to move around in the caves.