Candy Cannibal
*ENEMIES CAN ONLY BE GRABBED IF THEY WERE KILLED BY PUNCHES, NOT PROJECTILES*
WASD to move.
Left click to attack
Right click to block
F to grab enemy corpses
Left click to throw
Different corpses have different effects when grabbed:
Peppermint-Acts as a shield against projectiles, standard projectile
M&M- Grenade that stuns enemies once it detonates or hits an object
Lollipop- Spear that kills enemies instead of just stunning them
Butterscotch- A mine that can be placed that stuns enemies that walk over them
Game development logs:
Week 1
- Player movement/actions added
- moving, punching, block, highblock
- Preliminary 4 levels made
- Made one enemy that could path find
- LSHIFT ability that lets you look around the map
- Basic health bar added
- Added background Music and basic audio effects
Week 2
- Added a health bar with armor system to the player
- Added scoring system
- Added an enemy that shoots bullets (those do no bounce)
- Added shatter effects
- Added projectiles/corpses that can be picked up after you kill someone or use it as a shield
- Added power-up
- Enemies can patrol and have a Field Of Vision
Week 3
- Added a minimap to keep track of the player and enemies
- Decided the theme and made prefabs correlated to it
- Fleshed and cleaned out the enemy pre-fabs
User Feedback Testing
- Various play testers left feedback
- Interview questions asked:
- How good was the difficulty progression?
- Were the objectives/controls easy to figure out or were clear?
- What are things you enjoyed?
- What are things you disliked?
- What are suggestions that you have in improving this game?
- Any additional feedback (or maybe bugs that you found)?
- There were positive reactions for the sprites, and the general gameplay.
- A lot of the issues players had with the game was a lack of clarity in control and lacking feedback (audio, visual)
Week 4
- Added two new enemies (an enemy that shoots bouncing bullets and a bull-like enemy)
- Made a separate Tutorial portion with video clips and texts
- Player now only has one block type/key
- Added UI changes that will be used for the final game
- Temporary background changed for a more appropriate background
- Enemies are all grabbable to make a projectile
- Added a rolling/tumbling mechanic
- Sound fixes
Week 5
- Fleshed out final UI
- Made 2 more intermediate levels
- Projectiles can only be picked up if you do not kill an enemy using a projectile (or using the power-up)
- Projectiles have special effects depending on which enemy you killed.
- Minor changes to enemy pathing and attack speeds, etc.
- Final tilemap/background and walls
Sprite works, changes:
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