Inspiration
We were mainly inspired by a small indie game called "Uncanny Cat Golf". This is a short, simple top-down mini-golf game with a really appealing sense of humor. We wanted to make something on a similar scale but with more twists and gimmicks to keep the gameplay more interesting and fresh.
What it does
How we built it
We built this game in the Unity Engine (specifically the Unity 2022 LTS version). The scripts are written in C# and one of our team members made many of the sprites in Krita.
Challenges we ran into
For 2 out of the 4 members of our team, it was their first experience using Unity to create a proper project. Because of this, they had to get used to the engine. Additionally, some level gimmicks such as destructible walls and springs were not the smoothest in regards to implementation. For springs, we had to do a workaround by making the hitboxes separate gameobjects. For destructible walls, we ran into a lot of issues of the wall collision not working and the 2D colliders not interacting. However, we were able to get all of these challenges smoothed out.
Accomplishments that we're proud of
For what was half the group's first Unity project, we're proud of the amount of content we were able to finish! We were able to implement about 4 level obstacles (springs, sand, acceleration pads, destructible walls) and also the main twist of the place-able bomb. Dagon was also able to create many tiles and sprites that of which are great quality.
What we learned
We learned a lot about collaborating on a Unity project. Using git as version control make things a lot easier. For what each team member learned individually, Yannis learned about incorporation sound effects and background music to the Unity project, as well as handling physics and collisions. Reece worked and learned a lot about game design when designing the levels. Nathaniel learned a lot about how tilemaps work in Unity and how to create levels and menus. Dagon gained more experience in doing artwork and also learned how to do the calculations to properly implement the spring.
What's next for MiniBomb
If we had more time, we would probably implement 3 more levels (we originally intended on 3 sets of 3 levels). We would also polish up the art for the 2nd world and beyond with more time as well.
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