Made For STEMist Hackathon: 23.07.2023

Controls: 

  • WADS to move
  • Space to Jump
  • Mouse movement to look around

How To play:

  • Collect 5 lightning bolts
  • Then collect the green Powerup box to get invincibility for a couple seconds. Run at enemies to fling and destroy them.
  • Without the powerup, jump on top of enemies to get extra height + mobility, and don't get hit.
  • Health in Top Left corner, power level bar at the top of screen

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Inspiration

This project was meant to be an arcade style game where the player isn't always in control of his own actions. Usually, the player can power through enemies without any challenge, and so I wanted to create a game where the player has to work for that opportunity.

What it does

This is a 3d game where the player constantly switches between being powerless and invincible. At the start, the player has no power, and can only jump on top of enemies to stun them for a short time. However, the player has a way to get power over the slimes: if you collect five power items, then a powerup box. The powerup gives the player the ability to squish enemies around and not get hurt. The player is also rewarded for this by being awarded points based on the number of enemies he squashes. That's the main game, but there are also 2 different types of enemies: the normal one and the golden one. They both wait for some time, then lurch forward toward the player to attack them. If the player gets attacked 3 times, which is how much health he has, then he will die and your score will pop up.

Challenges we ran into

The player is the most complicated part of game, because of all the interactions that are being managed and caused by him. The player controls the UI updates, such as the health and score, physical movement, camera movement, and more. There is also a good amount of interactions that are being managed, which all have their own parameters. For example, contacting the different slime enemies, bouncing off of them, ground collision, etc. This was a pretty challenging project to create for me, because it was my first game in 3d and I had only done 2d before. The switch was fairly rough because many of the functions had to change or include more parameters. Additionally, another vector of movement added some complexity with rotating models during run time, and for controlling the player's camera. Although, I did enjoy working with Unity's particle system in three dimensions, because there was a lot of cool effect I could make that wouldn't really work in 2d.

What's next for Jumpin' Takedown

Anyways, that's my silly slime game. I think some more enemies would be nice to add, especially shooting and stationary ones, just to add more variety to the gameplay.

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