Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

ChanceFallingView game page

Submission of Mini Game Jam 95 By Antonio Rocco
Submitted by Antonio Rocco — 3 hours, 17 minutes before the deadline
Add to collection

Play game

ChanceFalling's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#332.8583.500
Enjoyment#502.1772.667
Overall#512.4152.958
Use of the Limitation#552.4493.000
Presentation#562.1772.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Antonio Rocco

Software used
Unity, Aesprite

Use of the limitation
All the bullet's movement are istantiate at the start, while the chance is calculated pondering the distance from the nearest bullet,if there are other bullet with the same distance, how many of them there are in general and how much the nearest is shifted from the centre's player (if there are any doubt i can show the code where i write it)

Cookies eaten
during developing 0, in the breaks 50, in the night, my favourite "Pan Di Stelle"

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

The idea of predicting your movement based on a percentage chance after losing your sight is super creative and interesting. I also really like the sprite for Billy, and the animation of going from standing to falling. Very cool!

Submitted(+1)

The idea for this game was very unique and interesting. The player controls felt very slow, and sometimes the darkness lasted so long I felt like I had no chance of surviving.

I liked the art by the way. If you change the import setting to have no compression and have no filter, the sprites will import very clean without any blurriness.

Fun game, but what is the idea of that % count down thingy, you just probably die when you don't see anything.

Submitted (1 edit)

Once at the Bottom, nothing happens anymore besides the Screen blacks out on 99,99% Not sure about the meaning of that.

For the Limitation im not sure if it fits correctly, even if you say its calculated, every Random is calculated. It seems for us to be Random, but theoretically you could predict even Dice Rolling. Velocity, Weight, Surfaces, Throwing Angle, Starting Angle and u could probably calculate the outcome of a Dice.

The Bullets however seems to follow the same pattern every Round, which shows that it is not as random, still not Sure about it.

The Concept of the Game is interesting. Could bring more Joy with more details or levels.

Good Work


Don't forget to Check Out our Title 

Rate Kingdom Army Slayer by Stusse Games for Mini Jam 95: Chance - itch.io

Developer

 for (int c = 0; c < Distance.Length; c++)

        {

            Distance[c] = 0;

        }

        BillyRangeXRight = BillyObject.transform.position.x + 0.8f;

        BillyRangeXLeft = BillyObject.transform.position.x - 0.8f;

        c = 0;

        for (int i = 0; i < BulletsObject.transform.childCount; i++)

        {

            BulletsObjects[i] = BulletsObject.transform.GetChild(i).gameObject;

           if( BulletsObjects[i].transform.position.x<BillyRangeXRight && BulletsObjects[i].transform.position.x > BillyRangeXLeft)

            {

                if(BulletsObjects[i].transform.position.y< BillyObject.transform.position.y)

                {

                    IstanceDistance = BillyObject.transform.position.y - BulletsObjects[i].transform.position.y;

                    if (IstanceDistance < 7)

                    {

                        Distance[c] = IstanceDistance;

                        DistanceX[c] = BulletsObjects[i].transform.position.x;

                        c++;

                    }

                }

            }

        }

        float min = Distance[0];

        float DistMinCount = 1;

        float length = Distance.Length;

        float PercentageTextInt=99.9f;

        if (min != 0)

        {

            for (int c = 0; c < Distance.Length; c++)

            {

                if (Distance[c] == min)

                {

                    DistMinCount = DistMinCount + 1;

                }

                if (Distance[c] < min && Distance[c] != 0)

                {

                    min = Distance[c];

                    DistX = Mathf.Abs(BillyObject.transform.position.x-DistanceX[c]);

                }

                if (Distance[c] == 0)

                {

                    length--;

                }

            }

            float minClamp = Remap(min, 0, 7, 0, 1);

            float LengthClamp = Remap(length, 1, 20, 0, 1);

            float DistMinCountClamp = Remap(DistMinCount, 1, 10, 0, 1);

            float DistXClamp = Remap(DistX, 0, 0.7f, 0, 1);

            PercentageTextInt = (1f - (0.6f * (1f - minClamp) + (0.2f * DistMinCountClamp) + (0.1f * LengthClamp) + (0.1f*(1 - DistXClamp)))) * 100f;

        }
This is the part of the code where i take the parameter and calculate where remap is this function :


    float Remap(float value, float from1, float to1, float from2, float to2)

    {

            return (value - from1) / (to1 - from1) * (to2 - from2) + from2;

    }

While the thing on the bottom is kinda strange, it should give you a text and "Billy" (the protagonist) should be  on the platform

Developer (1 edit)

This is in "Update()"