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Thanks for the comments. This was fun as it was my first Jam and arguably my first game that made it to the build phase. Everything before this was only a tutorial or just messing around. I gave my teammate, who is my roommate, a 12 hour notice by saying to him while making dinner: "Hey, let's do a GameJam. Thor (PirateSoftware) is hosting one and it starts tomorrow. Not sure of what the theme is but let's do it." No questions asked, he just said "What am I doing?". And here we are.

I totally agree with a transition sequence for the doors. They did seem a bit jarring and was a last minute addition since it was originally pitched in my GDD and game synopsis. I worked out some of the bugs with it and managed to get it cobbled together. I do plan to continue with the idea, possibly completely rewrite it as it was dirty and felt forced. I want to change the perspective, maybe, and update the mechanics for sure. Obstacles would be fun to engineer and maybe quick timing puzzles or find a key type of thing to get to the next level. The fire was meant to be a hurdle but it was more of an after thought once the game was all polished. I've worked on a few things and have a better understanding of the particle system. The most important thing I want to do is figure out procedural level generation instead of having to develop mazes. That was my plan from day one, but couldn't get a working prototype of a maze together in 12 hours and scrapped it immediately. I'm happy with what we made, with the limited experience and knowledge we have. Especially with Unity.