Filthy Chore

Filthy Chore

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
audio: 3.00
coolness: 0.47
fun: 3.77
graphics: 3.45
humor: 3.86
innovation: 3.59
mood: 3.30
overall: 3.55
theme: 3.77
This is far from finished and is not much of a game right now, but I'm submitting it anyway since it's at least not as unplayable as some of my other unfinished projects.

Smash some buggers, see them driven from their hiding places, and mop up their corpses.

There is currently no winning or losing. Bring the bugger counter down to 0 if you want, but nothing will happen.

===CONTROLS===

WASD - Move
Left click - Attack
Left click+hold - Mop
Right click+hold - Lift object (must be within range to do so)
Q/E - Move camera left/right

===TIPS===

Buggers take 2 hits to kill.
Once a bugger has been hit once, it will move faster.
Mopping up a dead bugger will bring the bugger counter down by 1.
You can still move around while mopping/attacking.

Right now I just have it so a random number of buggers (between 5 and 500) will spawn whenever you relaunch the game. Did not have time for proper game states. Regrets. :( Also, 500 may be a bit laggy, but I also found that I enjoyed something about just sitting back and watching the crawling chaos.

===TOOLS USED===
Unity
Blender
Photoshop
Audacity

===DEV REGRETS===

I really wanted to make all these buggers ACTUALLY leave filth on the ground (poopendirt everywhere!), but alas, I was unable to dedicate sufficient time this weekend to bring this to a more true-to-vision state. But I loved the title so much, you see, that I still kept "filthy" in there even though there's no actual filth in the game. In due time. Maybe.

Bare minimum of stuff I wanted to put in but could not:
- Title screen
- Non-lazy in-game tutorial
- Round restarting
- Filth (mud, blood, and/or poop, or definitely poop)
- Timer or filth meter, either easily used for a lose condition
- Music

Optional stuff I wanted to put in if I had time but could not:
- More sound effects in general, hit graphics, juice
- Smoother, squiggly walk pathing for buggers
- Rats to poop everywhere
- Dogs to track mud everywhere
- Cats to drag their butts everywhere
- Figure out how to actually do a proper glow with a shader
- More furniture types
- Power ups, maybe for faster hitting at least?
- Randomized furniture placement
- Maybe ability to step on buggers for damage
- Maybe bugger multiplication

<strikethrough>Aaaaaaaaand it turns out the Google Drive hosting method that I was using to do the HTML5 embedding here has been deprecated. Aw man... I will at least get web builds up on GameJolt and itch.io like usual, but sowwy for the inconvenience guys.</strikethrough> Actually scratch that too, the web builds seem to freeze my browser, LOL. NEVER MIND THAT THEN. Removed the web builds. Laaaame. :(

Although, I guess I still personally would've recommended the standalone builds over the web ones anyway, as Unity's web builds tend to have the sound at a disappointingly soft volume (I guess because it's more compressed?), such that I'm pretty sure you wouldn't even be able to hear the buggers' skittering on a web build. I made those sounds with my mouth, and those sounds seek ears. It is a most unpleasurable thing that everyone needs to experience.

===NON REGRETS===

I was ballsy enough to try to figure my way around using Blender during a game jam. Sure, I could've been more efficient if I familiarized myself with it more beforehand... Maybe my standards are low, but pfft, I'm going to pat myself on the back for getting some crappy modeling, texturing, rigging, and animation of multiple objects out, even though I was stumbling the whole time. And I also made a nice little cheat sheet for all the shortcuts and methods I had to use on the way, so I hope I'll find it useful next time.

Maybe made +1 in my understanding of Unity's colliders and what needs rigidbodies and what needs to be checked as isKinematic to make collisions still happen. Probably something like +50 more to go. But a little bit of enlightenment, at least.

I also did not actually dedicate my entire weekend to the gamejam, so even though that was even less time to get a game done, but I had fun too, so whatever, man. WORTH IT
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