Cortex
Cortex is an infinite procedurally generated, grid FPS, with a multi-mode weapon and two types of enemies that you have to defeat to open the portal to proceed deeper. As you go, the levels get wider and more enemies spawn. It was made in the Unity engine, with models I slapped together in Blender.
Conception
The jam started at 8PM in my time zone, and I went until like 12-2 AM. The first few minutes I did a bit of brainstorming and almost started making a Downwell clone, which I would've hated eternally. My next idea was a Dante's Inferno, circles of hell style thing where you had to reach the center of themed areas to drop down toward the core of hell for... some reason?
Fueled by my inability to do actually good art, and what happened the last time I had to make levels for a game on short notice (see LD47, I almost ran out of time and made half the levels I wanted to), I quickly decided to make it procedurally generated, and to make it with simple models. Simple models lead to simple everything else, so I switched my inspiration from Dante's Inferno to Code Lyoko.
Actually making things
My pattern when it comes to making things is generally not the greatest: Wing it. So I started by making the bean move around and modeling the sphere enemy (more on that later). Following that, the VFX for the sphere's attack, and then to end the night, making a nice to-do list which I followed more or less for the rest of the jam. See here to watch my dwindling sanity.

Multiple Failures
A lot of things that are the way they are now, didn't start out that way.
- The sphere enemies were going to be hollow with interiors, but I couldn't make it stop being invisible from one or more sides, and decided I didn't have time to mess around with it and just changed the model entirely.
- The enemies and quite possibly the terrain were all going to have neon edge glow, but I suck at shaders.
- The weapon was going to be an energy gun, and then a staff (like the jaffa staff from Stargate), and I decided that all my attempts looked pants and I made a triangle. Triangles are easy.
- The arc shot initially had some actually cool VFX, combining a heads & trails with a heads & sparks VFX system to create randomized lightning between the gun and the target; but it always ended up spawning and firing off in some random direction that was definitely not intended, and after spending an hour or more of my rapidly dwindling time on trying to fix that, I gave up and just used a line renderer.
Cut Plans
There are also some things I wanted to add to this that I didn't get to, due to time (because of course)
- Another enemy type: It would've been pyramid shaped and use its body to hit you from the ground.
- Tiered enemies: Same enemy types but with color coding for their difficulty, think like in breath of the wild, the regular enemies vs. their white, black, red, etc. variants with different skills.
- Actual feedback on being hit, and hitting enemies so you actually feel like you're doing damage, and notice when you get hit.
Reflection
Overall this was still a really fun project to work on, and I'm pretty much happy with what came of it. As is generally the case, it was a bit overscoped, even without any planning, so some bits definitely suffered in favor of others. This was definitely a great learning experience, from which I gained some useful skills for the future.
The Future
I'm not sure when (or, to be honest, if) I'll get to it, but I do really want to expand this game. I would add the things that I had to cut, make the visuals and atmosphere a lot better, with some sick electronic beats throughout and general sound effects. Maybe that music would be responsive to your depth? There are loads of possibilities with this project and I'm glad I got it at least to the point it's at. Thank you all for the great experience during the jam, and also thanks for reading, maybe check out the game and leave a rating? :smiley: https://ldjam.com/events/ludum-dare/48/cortex