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Yeah, the charge mechanic was supposed to be tied to more systems which were unfortunately cut for time. And also there is, indeed, a minimap texture in the files, cut for time as well.

minimap
Here's the minimap btw

I didn't even get a chance to test if the enemy spawn rate was balanced, or if the pathfinding code worked (which is just if (stuck) jump; but I didn't get to check the jump height) before exporting. I crossed my fingers and hoped for the best and somehow it didn't turn out too bad.

I was hoping we wouldn't have to do too much work this jam, but there was a bit of a curveball that my team threw at me to scrap all the story based 3d platformer code we had and only carry over the pause menu. It's not out of a lack of 3d platformer ideas that fit the jam's theme, but just that they were basically unanimously vetoed lol. With however little we were able to start with, I'm glad we could accomplish at least this much in the two days, and now we have a first person shooter template for the next jam lol