We wound up not having nearly enough time to work on this jam than we expected, so we decided to upload a quick mash up of everything we sorta had working.

The original premise of the game was an infinite runner where you can swap between two different modes. Maybe an obstacle would block your path in one mode, so you'd have to switch to the other to avoid it. The same thing would happen for enemies, but they'd persist in their location even if they weren't visible due to the mode swap - this means the player would eventually have to deal with them, and the mode switch is only a temporary means of escape.

There would also be collectables, more enemies, functioning shooting, and (possibly) a boss fight.


Things we learned:

- Renderer features in Unity (outline on some obstacles)

- Creating an infinite track with customized obstacles

- The importance of establishing and communicating the creative direction of the game to the team.

- Weekend jams work much better for us :P

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