Play game
Chop Chop Run's itch.io pageLink to gameplay video
https://drive.google.com/file/d/1jA8Y3_Nc5xb7ASrJvbKmAqOu56Va8ElN/view?usp=share_link
Team
Bingxiao Luo: Game Design, Art
Gyumin Gil: Game Design, Music
Yifan Hao: Programming
Tools and Resources
Unity, FMOD
Estimated work hours
80
Forest?
Chopping down woods is a game of forest. Lumber jacks try to cut down as many trees as possible to gain profits, and environmental advocates try to preserve trees as possible. Chop Chop Run is a game that captured this essence and made it a fast reaction game. You as player, will randomly switch from controlling lumber jack character to controlling tree characters. As lumber jack your goal is to chase and cut down trees, but as trees you try to run away fast as possible. It's a confusion game where your goal as player constantly reverse and conflict, but a total score is calculated to mark your success. Successful behaviors from both parties will give you score. Cut down one tree give 100 lumber score and tree score are tied to the survival/run-away time.
License
CC BY-NC-SA 4.0
Theme
"heart" is the center of one's being or emotional core. In our game, players alternate between controlling the lumberjacks and the trees, which could represent two opposing forces in conflict. As the player switches between these roles, they must tap into their own emotional center and make quick decisions to achieve their goals. The fast-paced nature of the game could create a sense of adrenaline and intensity that is also tied to the idea of the "heart" as a source of energy.
Leave a comment
Log in with itch.io to leave a comment.
Comments
1. The game says it’s a confusion game, and the idea in having the player juggle adversarial elements for a maximum score remains highly interesting.
2. That being said, the game manages to be confusing in some ways that probably work against its core concept. With the trees and the lumberjack lacking shadows that would clearly place them in the world, it’s hard to position them.
3. For me, testing this gameplay brought about the desire to plan even slightly. Without any cues on when the game changes its protagonist, this feels purely reactionary, when it might benefit from giving a little breathing space for planning the next steps.