Inspiration
We wanted to learn Unity from scratch during the hackathon and ship something that feels good to play. Platformers give instant feedback: tight jumps, readable camera, and a clean start flow. So we set ourselves a simple goal: build a small 2D platformer while exploring tilemaps, Cinemachine, and Unity UI in the spirit of StormHacks. The project reflects this learning focus: tilemaps + rule tiles, player movement, UI/scenes, Cinemachine follow camera, and collisions.
What it does
Tempest Trails is a fast paced 2D platformer with:
- A Start Menu + Options (master volume) so players jump in quickly.
- Refined player movement with wall-jump and tuned wall friction.
- A boost “flower jump” for satisfying vertical bursts.
- A Cinemachine follow camera with boundary confinement so action stays centered and readable.
How we built it
- Engine: Unity + C#.
- World: Tilemaps with Rule Tiles for fast level painting.
- Camera: Cinemachine follow with Confiner 2D to clamp the view to the level shape.
- Input/Player: Unity Input System, movement/animation controller, and collision.
- UI: Main menu and Options (volume slider). Scenes wired so MainMenu loads first.
Challenges we ran into
- Tuning wall-jumps & friction: getting “stickiness” right without feeling sluggish took iteration (hence the “fix wall jump” and friction tweaks).
- Camera bounds: making sure the camera never shows outside the map required setting up the confiner with the right bounding shape.
- Menu plumbing: hooking the Options panel and volume control cleanly into the gameplay flow.
Accomplishments that we're proud of
- Shipping a polished start flow (Start + Options) within a hackathon window.
- Implementing Cinemachine follow + confiner for instantly better readability.
- Adding signature mechanics (wall-jump, flower jump) that make traversal fun.
- Learning a lot. From tilemaps, rule tiles, UI, prefabs, to collisions, all in one sprint.
What we learned
A ton about Unity’s ecosystem in a day: tilemaps & sprite sheets, rule tiles, character animation, Input System & movement, Cinemachine, UI/scenes, prefabs, and terrain/player collision. (These are exactly the skills we documented in the repo.)
What's next for Tempest Trails
- Pause Menu (resume/restart/quit) and checkpoint/respawn to keep players in flow.
- More juice: screen shake via Cinemachine Impulse, landing/damage SFX, subtle fades.
- Options polish: separate Music vs SFX sliders, save settings.
- Level design pass: a short level set that ramps difficulty and showcases the flower jump + wall-tech.
- Music and sound effects for a more immersive experience.

Log in or sign up for Devpost to join the conversation.