[SA Game Jam 2018] Distressed Clown Simulator
SA Game Jam 2018
Distressed Clown Simulator
Hobbyist @Wes_Matthews and @ShaSha
48 Hour Entry
We're aiming to make a juggling game with a similar vibe to Getting Over It. (We've never really made anything in Unity before :D )
Controls: Right Arrow to pass an object from the hand on the right to the left. Left and down arrows build up energy to pass the ball from the left to the right.
https://shasha87.itch.io/distressed-clown-simulator
Immediate Goals:
* Get the control scheme and physics to a point where you can juggle more objects and add a scoring system.
* Add different kinds of objects that need to be charged longer to throw as high.
* Hook up the rest of the graphics.
Distressed Clown Simulator
Hobbyist @Wes_Matthews and @ShaSha
48 Hour Entry
We're aiming to make a juggling game with a similar vibe to Getting Over It. (We've never really made anything in Unity before :D )
Controls: Right Arrow to pass an object from the hand on the right to the left. Left and down arrows build up energy to pass the ball from the left to the right.
https://shasha87.itch.io/distressed-clown-simulator
Immediate Goals:
* Get the control scheme and physics to a point where you can juggle more objects and add a scoring system.
* Add different kinds of objects that need to be charged longer to throw as high.
* Hook up the rest of the graphics.
screen.jpg
800 x 402 - 33K
Comments
Aforementioned Clown :)
https://shasha87.itch.io/distressed-clown-simulator
It's been an educational experience for us. We might polish up at some point but happy with what we were able to get into it.
https://shasha87.itch.io/distressed-clown-simulator
Controls:
Left and right arrow keys can be used to charge a throw at the opposite hand.
Sound effects were sourced online, music was made with BoscaCeoil.
Cute sounds and excellent use of theme
But it feels great and almost feels like mastery of this can lead to real mastery of Real Juggling :)
Awesome!
Only issue I had was that I had to press a long time to get the throw I wanted. I think that could do with a little bit balance.
Overall - while first impressions are good, there's not enough depth to keep me playing for more than a couple minutes.
You guys went a tremendous distance from the first playable iteration of the game. In terms of what I would like to see is the clown also being animated, but aside from that, it's simple, it works well, and the quirky music and setting was great. Good job, guys!
@jamotaylor If it reminds you of Day of the Tentacle I take that as VERY high praise (first PC game I ever played, I blame most of my psychological developmental issues on that game). We had and still have a big list of things we wanted to incorporate into the game, but most of our time got sunk into figuring out Unity. Hope to encounter different (less amateur) challenges next time.
We're continuing working on the game as a learning project (so that we have at least half an idea what we're doing when the next jam comes up). We've managed to get particles in and we're working on a parallax game set where the camera adjusts to how high you've thrown your... things.
For gameplay we're testing stuff out to make it a wee bit more tactical and allow you to juggle more items and give a better sense of progression in some way. Will create a new link so as not mess with our Jam entry and hopefully you'll be kind enough to give us feedback on that. :)
Some random points of feedback:
- To heighten the decision making available to you, it would be helpful if there was some feedback as to when the cannon would release the next item, which would help you decide how high to throw items. Often the next item came out of nowwhere and felt unfair! At least if you know when it's coming it'll just be your fault :P
- It would be neat if you could charge up hands without objects in them. There could be penalty for doing this like: when you have no object in your hand, the charge is slower etc. Just helps players plan a bit more maybe? Especially useful when all objects are in the air and you don't have much to do!
- i like the controls choice that charged up throws don't release until you release the button - gives you a bit of decision making as to when to release something for timing purposes.
Overall this was great fun! Loved how effectively it got across the feeling!
I thought it was a really clever way of handling juggling. Like I said, it seemed like it shouldn't be that difficult, but my juggles spun out of control very quickly.
Nice job with your first Unity project! It's a novel little experience that captures the feeling of juggling pretty brilliantly!