
LichLoop
This game is from ldjam.com, which is currently unavailable.
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Its a game! Not a great one this time, but that is OK. It isn't an original idea either, but it was fun to implement. This was the first time we've used Unity for a Jam, and almost the first time that Tom had used Unity at all.
- WASD or Arrows: Move thrall
- Backspace or E: Undo last move
- R: Restart current level
- 1-4: Change to a different thrall (also resets that thrall's memory)
- 5: Observe mode
- N: Start next level (once you win)
A lot of the strategy is just about choosing where to waste time, and for how long.
- Engine: Unity
- Language: C#
- Graphics: Aseprite
- Dungeon ambience - JaggedStone @ https://opengameart.org/content/loopable-dungeon-ambience
- Font - PixelMush @ https://assetstore.unity.com/packages/2d/fonts/pixel-font-tripfive-64734
- Buttons - Kenney @ https://kenney.nl/assets/ui-pack-rpg-expansion
Ben: It was a healthy jam! I got enough sleep and managed jam stress well.
Tom: I really enjoyed making some pixel art for the jam. It's the first time I used my own pixel art in a jam, and I normally don't make any of the art so that was really nice. My sleep schedule wasn't as great as Ben's unfortunately. It was nice to get a feel for Unity too, as I've not used it much before.
Ben: I am still getting used to using Unity in a team with version control. There were a lot of times when prefabs, tilemaps and editor settings would change even when nobody pushed a change to that file. I'm sure there is an explanation.
Tom: Same as above. Also in general not that impressed by unity vs custom engine for a small project like this. Spent a lot of time messing around in GUIs for what would be a few simple lines of code with a basic rendering library.
- Programming, Design, Art: Tom Mason (wheybags) / https://wheybags.com
- Programming, Design: Ben Buckton (abregado)
Goal:
Use the thralls to collect the orbs. Make a stable loop and don't bump into other thralls or fall into pits. Complete the objective before your thralls run out of energy.Controls:
- WASD or Arrows: Move thrall
- Backspace or E: Undo last move
- R: Restart current level
- 1-4: Change to a different thrall (also resets that thrall's memory)
- 5: Observe mode
- N: Start next level (once you win)
Hints/Stuck?:
A lot of the strategy is just about choosing where to waste time, and for how long.
Development Info:
- Engine: Unity
- Language: C#
- Graphics: Aseprite
Credits:
- Music - Memoraphile @ You're Perfect Studio via https://opengameart.org/content/spooky-dungeon- Dungeon ambience - JaggedStone @ https://opengameart.org/content/loopable-dungeon-ambience
- Font - PixelMush @ https://assetstore.unity.com/packages/2d/fonts/pixel-font-tripfive-64734
- Buttons - Kenney @ https://kenney.nl/assets/ui-pack-rpg-expansion
What worked:
Ben: It was a healthy jam! I got enough sleep and managed jam stress well.
Tom: I really enjoyed making some pixel art for the jam. It's the first time I used my own pixel art in a jam, and I normally don't make any of the art so that was really nice. My sleep schedule wasn't as great as Ben's unfortunately. It was nice to get a feel for Unity too, as I've not used it much before.
What didn’t work:
Ben: I am still getting used to using Unity in a team with version control. There were a lot of times when prefabs, tilemaps and editor settings would change even when nobody pushed a change to that file. I'm sure there is an explanation.
Tom: Same as above. Also in general not that impressed by unity vs custom engine for a small project like this. Spent a lot of time messing around in GUIs for what would be a few simple lines of code with a basic rendering library.
Team:
- Programming, Design, Art: Tom Mason (wheybags) / https://wheybags.com
- Programming, Design: Ben Buckton (abregado)