The Villain's View by Markusn

[raw]
made by Markusn for LD25 (JAM)
I just had a couple of hours and wanted to see if I can get a Jump&Run going from the Villain's point of view. Also tried to envision how that tower might look like from the inside, as a Villain's life probably gets pretty boring. Have Fun!

Ratings

Coolness 14% 1123
Overall(Jam) 2.08 315
Fun(Jam) 1.50 326
Graphics(Jam) 2.67 244
Innovation(Jam) 3.17 101

Feedback

Gareth Jenkins
18. Dec 2012 · 01:46 UTC
Markus -- this is freaky as hell. I have played through 3 times though ;0
chrismwaite
18. Dec 2012 · 13:30 UTC
Wait, what? (p.s. bit of a glitch/feature if you keep space held down)
Winterblood
19. Dec 2012 · 01:04 UTC
Crazy. Nice concept, but doesn't work very well - you're still playing the hero, and the basic mechanics are a bit flaky. Be cool to be in a truck watching an endless runner chasing after you and lobbing stuff out the back at them though :) And what's twitter doing in there!?
🎤 Markusn
19. Dec 2012 · 20:08 UTC
Some comments:
1) I'm aware of the space thing. Didn't have time to fix it and kind of liked it anyway. Unlimited jumping ftw.
2) this is the first time ever for me to work with an animated character instead of sprites and the mechanics absolutely show that. Sry!
3) it's obviously a fake Twitter screen, I wanted to experiment if I can do something like that with the Unity gui, which is often called clumsy, and it went quite smooth. I figured those villains in their towers must be very bored all the time, so at least they have something to read now ;)
4) I love the idea how Unity allows to easily access perspective when making a 2D game with it. Creating the illusion that several cameras are tracking you from the side surprised me in that it feels like this could actually be playable (assuming the mechanics work correctly). The challenge of making a game out of this would be to use the different perspective views in a meaningful way as a game element within the classic jump & run scenario.