Inspiration
We were greatly inspired by more meta puzzle games such as Papers Please and Hypnospace Outlaw in our approach, and given the number of creative-minded people on our team we thought the number of ads and other artwork, such as the in-game OS, would give great opportunities for expression. The ads themselves were inspired by both retro popup ads and banner ads seen on websites throughout the internet.
What it does
The game presents users with the desktop of a virtual OS, and users can either click the in-game tutorial document to get some basic facts about the core gameplay, or launch the main game. Popup ads begin spawning and the user is to close them as fast as possible before 10 accumulate and automatically end the game. Challenge is introduced with the frequency of ad spawning increasing over time as well as various effects on the player's cursor and screen being introduced with special ad types. The special type available as of submission is the "frozen" ad type, which requires multiple clicks before it can be closed.
How we built it
We used Unity to create draggable windows that could not leave the main display view. Scripts were also used to regulate the spawn rate and frequency of spawning of the different windows types, which also used different effects on the user's cursor and window. The ads themselves were made using Adobe Photoshop with the main focus being on photo collages. Glitch effects were achieved using HxD Hex Editor to corrupt the code of images, which were then re-rendered to achieve a broken looking effect.
Challenges we ran into
Given that this was the majority of our group member's first time programming in Unity, gaining familiarity with this new software was the biggest hurdle to clear. The nature of our software also caused a great deal of Github merge conflicts over the course of development which were a big impedance.
Accomplishments that we're proud of
The art of the game, in particular the OS and the variety of ads, was definitely gratifying to see come to life in the game, and the gameplay itself has an engaging stressfulness to it that is fun to replay.
What we learned
When approaching a new software like Unity, diligence early on with using broad tutorials can go a long way in establishing an early understanding. Also being communicative between team members when working on similar branches is essential in preventing merge conflicts.
What's next for virus.exe
We hope to flesh out the game more in the future with the potential for video ads, more special ad types (particularly a "slow" type which reduces cursor sensitivity and a "glitch" type which causes distracting distortion on the user's screen), a more animated "cracking" animation for the "frozen" window type, variable window sizes, a functional mute button, more sound effects for various actions, a more intuitive tutorial with visual and interactive components, window titles that correspond to the ads shown, a taskbar that shows how many ads are on screen, a reset and escape button on the game over screen, and even a story mode style of gameplay with the narrative being delivered through planned ad placements.

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