Balloon Dropper
It's my first real LD and it was a ton of fun to make so I hope you enjoy and please leave criticism and ideas!
(*sound-on is manual in the play.unity player, unfortunately!*)
- Navigate your hot-air delivery balloon through the mountain village!
- Deliver as many crates to as many houses as you can within the time limit!
- Hold right mouse to prepare crate drop and then click left mouse to drop
- Terrain procedurally generated/colored
- 3D modeling - Blender (houses and balloon)
- Audio - FL Studio (music, sfx)
If I had another few hours, I'd love to
- make a main menu
- polish the clunky controls (and teach them to player!)
- make some kind of 'special' houses to incentivize strategy as well as more variety in design and placement
- texturing for the balloon and something to make the terrain less bland
- fix the mesh connection artifacts on the sides
- more ambitious/stylish post processing (any tips or helpful resources on especially this are much appreciated. URP was quite confusing)
But most of Saturday was me figuring out that I exported an FBX with a slightly off-center center from Blender that was the source of most of my initial bugs. Some people are saying their macs didn't like it but I can't find anything online about a webGL game on Unity Play caring about OS so if anyone has any insights or direction for next time, please let me know!
(*sound-on is manual in the play.unity player, unfortunately!*)
Goal:
- Navigate your hot-air delivery balloon through the mountain village!
- Deliver as many crates to as many houses as you can within the time limit!
Controls:
- WASD and Spacebar to move- Hold right mouse to prepare crate drop and then click left mouse to drop
Dev details
- Game engine - Unity- Terrain procedurally generated/colored
- 3D modeling - Blender (houses and balloon)
- Audio - FL Studio (music, sfx)
If I had another few hours, I'd love to
- make a main menu
- polish the clunky controls (and teach them to player!)
- make some kind of 'special' houses to incentivize strategy as well as more variety in design and placement
- texturing for the balloon and something to make the terrain less bland
- fix the mesh connection artifacts on the sides
- more ambitious/stylish post processing (any tips or helpful resources on especially this are much appreciated. URP was quite confusing)
But most of Saturday was me figuring out that I exported an FBX with a slightly off-center center from Blender that was the source of most of my initial bugs. Some people are saying their macs didn't like it but I can't find anything online about a webGL game on Unity Play caring about OS so if anyone has any insights or direction for next time, please let me know!



Comments18
Dropping the packages made me feel like santa c:.
Main things to add:
- Main menu
- Fricking tutorial
It took some while to think what to do!
You shouldn't except players to learn everything on their own (is it school??!!)
But after figuring out, it was good game!!
One tip I like to give : Focus more on gameplay!
A 3D game was ambitious for a first LD, bravo for having succeeded in producing something!
For the next ones, I would strongly advise to add in-game indications, simple texts that display the in-game commands are enough.
The background music is very nice, simple but largely sufficient!
The music was really nice, but the sound effects were somewhat lost behind it- if they were brought out a bit more, maybe fleshed out with a bit more of a hearty wind sound and give the burner a bit of a roar, and I think it would have helped bring the experience to life a little more.
Either way, well done! :smile:
A bit of a lack on the instructions part, like no tutorial, but it's always a sacrificed job in a jam and that's normal :)
I can totally visualise it even cooler with the effects for feedback and stuff, great job!