Double points for shipping the game twice in one zip! :3
One zombie tried to get high ground on a hedge where I could not shoot him at first, but one of the sidewalks was about a pixel above all others, and I could also kill that zombie.
This game was made for the https://itch.io/jam/cozy-fall-jam 2024 in a week. Actual development time was probably around 30 hours in total. The idea was to develop a simple sandbox game with small random tasks for the player. Most are optional and just there to give the impression of a job in a remote outpost for the jam itself. It is the usual stuff. I committed to a game that was way too big then and had to cut features on the way. Since I come from a programming background, I'm super bad at modelling and texturing, so I used the following paid asset together with Unity 6, which I still had lying around and were the only parts not made during the jam week.
I created a few additional models using the textures from the asset packs mentioned above. The music is a recorded jam session with a friend on the drums and me on the guitar.
You arrived in a strangely abandoned suburban area and want to call out for help. Find a way to call for help, but be careful.
WASD - Move Left Mouse - Interact F - Flashlight ESC - Quit ALT+Return - Fullscreen Toggle
Way too much for a prototype. I did not optimise the settings or assets for old PCs. You might need something like a gaming PC. Sorry. :3
Tested on a Ryzen 5x, 16GB RAM, RTX Video Card, Windows 10.
This prototype was made for the https://itch.io/jam/super-casual-game-jam-2 game jam. I used a lot of assets from the store in Unity3D and glued them together with many scripts from my previous projects in roughly 20 hours. The main goal was to build a small puzzle system for future games and a system for spooky background events.
Q: Why is the file in 7z format? A: Well, itch.io likes files under 1GB, and 7z did that. Zip was over that.
Q: Is it spooky? A: It is—a bit.
Q: What was your fastest time? A: 176 seconds.
Hey, thank you for taking a look into the prototype. Please keep the video up. I'm still struggling with myself if I should continue in that project. There is a similar looking game on mobile devices called Poke. Btw. that one tunnel crash in your video was a probably a bug, usually you're invincible while driving through tunnels. Anyways, thanks and I'm glad you like it.
Edit: Also this one looks quite fun too. http://www.mediocre.se/commute/
Another long list of improvements. Glad you enjoyed it and thank you for the feedback! As many of the raised points I get, I totally agree with your topics too. Like the tunnel thingy. I just made the car not destroyable for a second or so. It's dirty but works for the basic concept of the prototype. Since some of your topics are also good for other game projects, I'll put your feedback on my todo lists as well.
Hey, just found out about that one. Yeah it's probably a similar concept. My one was just a prototype for the graphics and I took Chicago'90 from my C64 as the base and made it as a endless driving thing. It's nothing special on that kind of games I guess, but I like from Pako that the controls looks more advanced.
Good question, let's try https://bitbucket.org/spalter/berlin82/issues
And thanks a lot!