Summary
Play the game here!
(Available on Windows) |
Soul Blazer is a Surreal PC/browser Puzzle/Horror game That I worked on during the 46th Ludum Dare for a period of 48 hours.
I worked with two biologist which never worked on Unity or did a game before. There were Me as an everything man, one friend assumed the role of game designer while the other assumed the game of an artist. I taught them everything during this project, I made tools for them to use and showed them how to make, import, and use assets in-engine and they learned really quickly. The game gained a bit of attention and gained a good score towards innovation. It's also a fairly complete game with a lot of flaws but a lot of quality especially when taking into account it was the first game of 2/3 of the team. Scripts
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WARNING!
A lot of what you're about to see is "during development footage" and DOES NOT
reflect the final product feel and look
CameraAmbiance and sense of the feeling of being lost was important in the game, but to play around that I made an adaptative camera that goes further and further back the more lights are on. But more lights means fingers burning faster meaning faster death.
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ControlsFor as little time as I had to do the control, I'm really glad about the control feels. It is something that I find very important and I like how smooth and intuitive it feels. I might be biased though!
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CharacterEverything is simple systems but they overlay to create a complex one. The character health system was a lot of fun to do. I did some kind of health bar system through fingers sprites and an activation system through neighbor fingers (you lose if you lose the flame).
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ObstaclesSince I did the character and all the systems in them. I used the data to create obstacles that should force the player to think about how and when use ressources.
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