
Windup
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Robo woke to find all of his hard earned coins missing. Can you collect them all before Robo winds down? Collect keys to Wind Robo up a little more, but beware, once you collect all the keys, there is no way to stop Robo from coming to a halt.
Controls (I highly recommend a controller, but it is playable with keyboard and mouse)
Left stick to move (Or WASD)
Right stick to look (Or Mouse movement)
A to jump (Or space with a keyboard)
If it doesn't run well on your computer, try the lower graphics presets.
Windup is a collectathon style 3D platformer that encourages replaying levels to optimize your route to get more collectibles before you finally wind down. I created two levels for the game, one to teach the basics and another which is much more dangerous. You can return to main menu at any time from the pause menu to switch levels.
I took a different approach this time around, and didn't use procedural generation at all. Instead I spent the first day just getting the character and movement to feel responsive and good, and spent the rest on levels and polish. After the first 24 hours I had something which I felt good about submitting to the jam, so in the last 24 hours I had time to add in all of things I usually don't get around to in a jam, like menus and tutorials.
Hope you all like it, looking forward to hearing your feedback!
Tools:
Unity (Cinemachine, Standard Assets, TextMesh Pro), Blender, Audacity, WolframTones, Paint.net
Controls (I highly recommend a controller, but it is playable with keyboard and mouse)
Left stick to move (Or WASD)
Right stick to look (Or Mouse movement)
A to jump (Or space with a keyboard)
If it doesn't run well on your computer, try the lower graphics presets.
Windup is a collectathon style 3D platformer that encourages replaying levels to optimize your route to get more collectibles before you finally wind down. I created two levels for the game, one to teach the basics and another which is much more dangerous. You can return to main menu at any time from the pause menu to switch levels.
I took a different approach this time around, and didn't use procedural generation at all. Instead I spent the first day just getting the character and movement to feel responsive and good, and spent the rest on levels and polish. After the first 24 hours I had something which I felt good about submitting to the jam, so in the last 24 hours I had time to add in all of things I usually don't get around to in a jam, like menus and tutorials.
Hope you all like it, looking forward to hearing your feedback!
Tools:
Unity (Cinemachine, Standard Assets, TextMesh Pro), Blender, Audacity, WolframTones, Paint.net