Pirahna Plant by kebabskal
Pirahna Plant is a side scrolling, randomly generated, infinite runner with two button controls. Sort of like an "Impossible Game" meets "Robot Unicorn Attack". How many glowy white boxes can you collect? (A the time of writing, the record is 126 :) )
Left Shift (or A): JUMPS
Right Shift (or D): DASHES
0: RESTARTS
Esc: QUITS
It was made by a rag tag team of individuals at a Ludum Dare get-together in Jönköping Sweden. The idea began as a rhythm game where you would queue up spells by banging your magic bongos in certain patterns. The "Growing" part of the theme was planned to be implemented through spells that grew flowers and wines to help you get forward.
Quite late in the process we realized that we wouldn't be able to finish this idea with any kind of polish and with just hours left we simplified and cut a lot of it. What was left was Pirahna Plant, not as unique, but very likely a much better game than if we had continued.
I'm very happy with the result, especially as a large percentage of the team hadn't really used Unity or even made games before.
Credits - in order of whose name comes first in the alphabets
Alfred Olsson
Christian Engwall
Fredrik Melén
Hannes Rahm (me)
Johan Kohlin
Teo Kohlin
Moral support
Filip Pilthammar
Pontus Brandt
Sofie Andersson
Big thanks to Moderskeppet.se for lending us their office for the weekend!
Technology
Engine - Unity 3D
Graphics - Photoshop, Procreate, Magicavoxel
Sound - Ableton Live, Kontakt
Linux build is untested. Use at your own peril.
Left Shift (or A): JUMPS
Right Shift (or D): DASHES
0: RESTARTS
Esc: QUITS
It was made by a rag tag team of individuals at a Ludum Dare get-together in Jönköping Sweden. The idea began as a rhythm game where you would queue up spells by banging your magic bongos in certain patterns. The "Growing" part of the theme was planned to be implemented through spells that grew flowers and wines to help you get forward.
Quite late in the process we realized that we wouldn't be able to finish this idea with any kind of polish and with just hours left we simplified and cut a lot of it. What was left was Pirahna Plant, not as unique, but very likely a much better game than if we had continued.
I'm very happy with the result, especially as a large percentage of the team hadn't really used Unity or even made games before.
Credits - in order of whose name comes first in the alphabets
Alfred Olsson
Christian Engwall
Fredrik Melén
Hannes Rahm (me)
Johan Kohlin
Teo Kohlin
Moral support
Filip Pilthammar
Pontus Brandt
Sofie Andersson
Big thanks to Moderskeppet.se for lending us their office for the weekend!
Technology
Engine - Unity 3D
Graphics - Photoshop, Procreate, Magicavoxel
Sound - Ableton Live, Kontakt
Linux build is untested. Use at your own peril.
Ratings
| Coolness | 37% | 1817 |
| Overall(Jam) | 3.43 | 398 |
| Audio(Jam) | 3.35 | 327 |
| Fun(Jam) | 3.57 | 198 |
| Graphics(Jam) | 4.00 | 211 |
| Innovation(Jam) | 2.52 | 889 |
| Mood(Jam) | 3.48 | 299 |
| Theme(Jam) | 3.57 | 623 |
The RNG is sometimes really unforgiving though, maybe you could have forbid certain patterns.
I liked it, even if i found the music a bit repetitive
Easy to play but with a certain difficulty. Fun to play!
Note — You don't need the .pdb files with your game, it's only for debugging or stuff like that. Without them your game will lose ~140MB.
Great visuals + calm music == nice mood. Overall one of the most polished.