Chimera by Omiya Games

A walking simulator about self-discovery.
Log
- v2 - bug fixes not affecting gameplay:
- Fixed credits reveal not generating the right model. This was a typo on a variable in a loop.
- Removing options in the options menu where the feature the control affects wasn't implemented in the game from the first place (e.g. scrollwheel sensitivity, screen shakes). These came from the open source project, Template Unity Project.
- Fixed the default language to be back to a supported language on the system settings, instead of Pig Latin all the time.
- v1 - initial release.
Known Bugs
- Web builds does not lock the mouse properly. This can be fixed by simply clicking on the game again.
- Tutorial dialog sometimes overlaps one another.
- Sometimes, the "use mouse to look around" dialog does not go away.
Timelapse (contains spoilers)
https://www.youtube.com/watch?v=3XkB9epe5T4
We also post timelapses in our previous projects in this play list here:
https://www.youtube.com/playlist?list=PLsz-l93sVz98LrAidKxUX07HEvS2ClP1T
| HTML5 (web) | https://omiyagames.itch.io/chimera |
| Windows | https://omiyagames.itch.io/chimera |
| macOS | https://omiyagames.itch.io/chimera |
| Linux | https://omiyagames.itch.io/chimera |
| HTML5 (web) | https://gamejolt.com/games/chimera/411416 |
| HTML5 (web) | https://www.newgrounds.com/portal/view/730586 |
| HTML5 (web) | https://www.kongregate.com/games/OmiyaGames/chimera |
| Original URL | https://ldjam.com/events/ludum-dare/44/chimera |
Ratings
| Given | 4🗳️ | 2🗨️ |
As mentioned in a blog post (which quickly got buried with the "I'm in!" posts), my schedule was interrupted with a local games showcase I needed to attend. As such, when it came to brainstorming a game, we deliberately chose a game idea that wouldn't take too much time out of us. So to answer your question, no, there were no enemies or significant layout planned. It was intentionally an artsy game, but we kept the experience short to preserve the initial impact without getting too repetitive.
...there was a sprint button? :P Thanks for sharing!
Once the stream is finished you can find the video here: https://www.twitch.tv/ursagames/videos
If you want to know when it was played you can find your game in the queue here: https://tinyurl.com/y5rdokvp
1. Obviously, you've figured out the maze is indeed procedural generated. We used the free ["Maze Generator"](https://assetstore.unity.com/packages/tools/modeling/maze-generator-38689) in the Unity store to generate it.
2. The maze generates exactly 12 arms. The part that is random is the number of heads it generates (which is always 1 or greater).
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Since I've already revealed the intent of the game in other streams, I'll re-post my comments here: this game is born from my curiosity of what the character you play as in first-person shooters look like. I pitched this game idea to the team that the point of collecting arms and attaching them to the camera is to make the player hyper-aware of this question ("who am I playing as"). I personally would love to hear how others interpreted the game, and whether they derived any meaning out of it. We kept the game minimalistic and mysterious on purpose, after all.
The only thing we did actually end up cutting from the game was collecting legs. Sadly, the act of attaching arms to the camera without getting it occluded from the camera's close-range in Unity proved to be difficult to solve. I didn't find the time to repeat the solution with legs. In addition, new symbols would have to be added to represent the number of arms and legs necessary to open a door.