This is a game built in Unity 2D which requires 3 players. Inspired by multiplayer puzzle games, we challenge players to work together in a rage inducing environment with an addicting end reward. This game was created for our class, Creative Coding: Unity. We have included some brief narratives, with NPC dialogue. Issues we had all faced were things such as trying to figure out how to make the game cohesive throughout all the levels, plus good, fun level design.


Successes

  • Creating puzzles that involved each character
  • Coming up with character specific features 
  • Parameters for the physical space our game operated in
  • Integrated audio that was interactive based on physical proximity within the game
  • Challenging
  • Visual;y  cohesive for the most part despite our characters looking wildly different

Failures 

  • Missing some features that we wanted to include, including a battle system where the players in level 2 receive and deal damage from the enemies and can die.
  • Ran out of time to include a pause screen with a proper method.
  • Ran out of time to include a death screen.
  • Ran out of time to include animations between the scenes.
  • Didn’t have time to incorporate the controller for the slime player.


Lessons Learned

  • Better understanding of tags and layers
  • Better understanding of input controls.
  • Better understanding of how to reference variables from another script within a new script. Also how to return a value within one script for the purpose of being used for a feature in a different script.
  • It is much harder to try to fundamentally alter structural elements in a scene within unity than it is to start from scratch.
  • It can be better to design a more open ended structure to your scene or to understand and get the fundamental mechanics in place before you start placing artwork into the scene.

Next Steps

  • If we were to continue working on this, we’d want to incorporate many of the things we simply ran out of time for.
  • We’d also want to figure out one of the issues with our arcade games towards the end as well as make the arcade games character specific.
  • More interactables.
  • An equipment or items inventory in a pause screen would be great to incorporate.

Devlog 

Play test on 10/26:


Feedback from our play test as well as self assessment on 10/26 included:

  • add a prison cell for slime boy(so he needs to be invisible to escape)
  • make penguin be able to shoot down the bee
  • Check point for all scenes - physical or coded
  • invisible wall for skeleton man so it doesn't disappear behind visual layers
  • penguin jump less
  • slime <> speed less
  • hurt animatopn too long for human
  • jump higher a little bit for human 

The assets were created by us. 

Some of our assets took heavy inspiration from the following unity package:

https://assetstore.unity.com/packages/2d/characters/bandits-pixel-art-104130

& heavy inspiration from art found on opengameart.org. 

We used piskel, adobe illustrator, photoshop, ableton  & pro tools to edit and create our assets.




Download

Download
Doomsday_mac.zip 45 MB
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DOOMSDAY_WINDOWS.zip 48 MB

Comments

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I really love your mini-game! Especially the little penguins inside, they are just too cute. I was able to easily get through the first level, but in the second level, there might be some display issues when I move the mouse. Also, when the character dies, it might need some more obvious feedback.

Very cool idea, I feel your dream core! And I love your idea about the three characters having three different movement settings, that's very clever, but I found that there are times when tasks can be accomplished by cheating, for example, the suspended ladder requires three characters to work together to get to the top, but the Slime can just jump and go straight up, that sounds unreasonable, maybe adding some hidden collider would be much better.

In addition, the size and style of the sound effects need to be balanced, because of the overly loud shooting sound effects will make player OFC.

Additionally different characters can add their own mini side quests while working together to complete a single quest, which this time gives a positive feedback mechanism to players who choose different characters.

Amazing effort!! The only thing I have to note is that I wish the last level wasn't as hard; I kind of wish there was a cheat code so that you could go to the next level without waiting for the rest of the players.

I think the characters in this game are super sweet. The movement for each character also has a nice feel to it. One thing the fireball for the slime is really loud compared to the other sound effects! It also might be good for these fireballs to destroy after colliding with something or after a period of time so they don't stay floating on the screen. Overall sweet game!

I'm sure it was no small feat building an environment that three vastly different characters could navigate together. The puzzles were actually satisfying to get through and had every player contributing to the goal. 

I like the arcade section at the end in contrast with the previous vibe, you're showing off a wide variety of design and coding skills which I think is commendable. The penguin gunshots are funny at first but could be toned down a notch.

The thing that makes this great to me is how your team was able to stitch together three unlikely characters into one game. There were elements that made sure that no character felt underutilized and I liked the bonus games that were added as parodies of the google chrome browser game.

The only feedback I have for this are mostly pertaining to consistency issues. Character movement/physics are one of the big things that stuck out to me and having all of the characters share similar physics would be a good first step to polishing everything together. Other thing that was a thing is how spread out some levels are. I was thinking that they could have been split into more scenes if there was more time to develop this further.

This is such a cute game. I love all the different avatars and their different abilities. The game becomes tougher as you advance in the levels, which is really engaging but can be frustrating at times when you or another player gets blocked somewhere for a while. 

You mentioned this in your notes, but a death screen would be a valuable addition.  

The levels feel cohesive and the sound design is good; I would just iron out the more challenging last steps so they feel more fluid.