Gamejams


Fool Me Once

Unity | C# | 5 days | Group project (2) | 1st place in Best theme and Best game

Project Description

Fool Me Once was created for a gamejam hosted by Stockholms Universitet. The theme for this was ”FOol Me Once” that also contained an image of a birthday cake and our game won both ”Best theme” and ”Best game”. It has a little bit of a story before you get to play a small automatic runner. It was created in around 4 days and has alot of bugs, and is not optimized, which gives it a charm of its own.


My focus points

Automatic Runner

I implemented the more active gameplay part where the player has to jump over obstacles to reach the end.

Level design

I focused on designing the level where the player was doing the automated runner. I planned and implemented the design.


Implementation

This automatic runner were supposed to have an absolute end and where the player has a timer so that you could compete with your friends. So I made it so that the player would automatically move forward unless it collides with something. To make the gameplay more interesting I made it so that the character could jump with different force depending on how long it pressed down space. I also made sure to create the level so that the player could take different paths so that it would also be rewarding playing it again to see if the other paths are faster.


Real-World Escapism

Unity | C# | 5 days | Group project (8)

Project Description

Real-World Escapism was created during a Gamejam that was hosted by Stockholms Universitet. The theme was ”Games in 20 years” and was created in around 5 days. It is a story game were the player can explore the world and play three different minigames. It also features enemies that you are meant to avoid when navigating the world.


My focus points

Fishing minigame

I implemented the functionality of a classic fishing minigame where you have to correctly time the fish to catch it.

Enemies

I created some simple functionality of enemies, where the player gets caught if they see you, which also path between 4 different points A -> B -> C -> D -> A

Level design

I built up the general world outside of the players home and also placed out enemies and the different pickups for the player to find.


Implementation

I created a simple fishing minigame where the player has to time it correctly in order to catch the fish. To make it more interesting I also created differently sized fish that have different probabilities to appear. The enemies were created to path between different points in the world, which could be easily adjusted, and where they had a cone light in front of them and if the okayer was spotted they would be caught. This mechanic was made to be fair to the player so that they would not feel punished by making the targeted area smaller than the visual light. I blocked out the world to make it feel rather open and that I tried to guide the player in one direction at a time and opening up new paths as we go.