A downloadable game for Windows

CONCEPT:

Take rock, paper, scissors and make it into a RPG! Use three different types of one button games 

WHAT WENT WRONG:

The game is incomplete. Granted, I didn't really have a plan to make the game beyond the battle system and it shows. With some foresight and planning, there could have been a more compelling, complete experience.

I ran out of steam towards the end of the week and I didn't get a chance to do VFX, SFX, and music. Also, there wasn't enough time to close the game loop and start generating a real game.

I think the presentation of the game is about 50% complete. Also the battle system is about half way done, and I didn't get a chance to hook up the damage system.

On a technical note, I'm also realizing there's a huge downside to grouping all of the projects together. Unity doesn't do a good job serializing unused assets, so you have to dump directories to reduce build sizes. Contending with this made me realize that I need to refactor my framework to be lighter on its feet and less coupled. 

WHAT WENT RIGHT:

There are a lot of elements that meshed pretty well in the end. The emoji system with the characters worked really well, and the animation system for the hitstop and global squash/stretch was a new technique that works really well. 

I'm pretty happy with the results with this first entry. This was a good warm up.

WHAT I LEARNED:

Planning is so crucial to build something more than a tech demo. It takes a lot of conviction and determination to create a compelling experience in a short period of time.  


-CREATEURS SAN FRONTIERES 

"Stay low. Stay humble."

DISCORD:  https://discord.gg/gvvXQEauA6

GAME-A-WEEK: https://www.gamedeveloper.com/audio/game-a-week-getting-experienced-at-failure



Download

Download
01_RELEASE_RPSRPG.zip 230 MB

Comments

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The animation and the facial expressions on the characters are really cute.  I like how the bad character was casted in shadow and have an evil expression on his face.  I also like how you build up anticipation for when the player is about to throw out rock/paper/scissor.  Overall nice reimagination of the childhood game.  

Critically wise, the art style of the stage is more realistic but the character is more toony.  Making the stage more toony can make the game more immersive.  Also the dark part of the stage / character might be a bit too dark, making it hard for some people to see.  Making that part of the stage lighter will still get the message across without making it hard to see.  (A common problem i found in RPG since some darker levels are too dark, forcing me to increase the brightness for the entire game)