NUS GDG Game Jam 2021 (Winner of 3rd Place)

Team Name: VooDoo Supremacist

Team members: Min Hein Aung, Yeo Wei Hng, Cheung Kai Ning

Contribution:

Min Hein Aung: Lead programmer & integration of Art, Animation, Music & Sound Effect assets.

Yeo Wei Hng: Player & Enemy Weapons, Enemy Behavior, Level Design, Created Sound Effects.

Cheung Kai Ning: Art & Game Design.

Game Controls: 

WASD - Move Up, Left, Down and Right

Mouse - Aim

Mouse Left Button - Fire VooDoo Pin

Game Story:

You are stuck in a warzone and you are a wizard who is physically weaker than the others. But with magic 

you can turn the tables. You can a turn into a Voodoo and then turn your opponent's strength against themselves. 

In other words, you can lose (take damage deliberately in voodoo mode) in order to win (kill your opponents)!

GamePlay: 

Your objective is to escape the enemy infested map through the portal.

Your main weapon is the VooDoo pin which can be used to pin your enemy, you can damage that particular enemy

by getting hit by the arrow that is shot by that particular enemy. Getting hit by other enemy will damage 

yourself. Each VooDoo pin can last a duration of 5 second once it is stuck onto an enemy, make good use 

of this time to get hit by that particular enemy struck by the VooDoo pin.

In this game, there are four different enemies shown with different tint (green, red, blue, yellow). 

They have different behaviour and are always in patrol mode until when the player get close to it. 

- Green - Melee only. (Starts chasing player within a distance)

- Blue - Shooting only. (Within a certain distance from player, it will start moving closer to player 

before stopping and shooting.)

- Red - Melee & Shooting. (Within a certain distance from player, it will start moving closer to player 

before stopping and shooting. If the player move any closer to it, it will start moving close to the 

player and attack player with melee).

- Yellow - Shooting only. (Will chase player all the time).

Enemies can be pushed away if you are being cornered or unable to run away from enemy. Some objects like boxes are movable which can be moved out of the way to clear the path or used as a shield!

Damaging a say red enemy will also inflict damage to all other red enemies in the game.

If your pin intercepts with an enemies' arrow, the enemies arrow will overpower your pin making it useless, so time your shot correctly!

Attribution:

- Player Art Asset: https://gamekrazzy.itch.io/8-direction-top-down-character

- Environment Art Asset: https://assetstore.unity.com/packages/2d/environments/pixel-art-top-down-basic-1...

- Icon Art Asset: https://assetstore.unity.com/packages/2d/gui/icons/pixel-art-icon-pack-rpg-15834...

- 2D Navmesh: https://unitylist.com/p/hqq/Nav-Mesh-Plus

- VooDoo Menu Art: https://www.vecteezy.com/free-vector/voodoo-doll (lavarmsg)

- VooDoo Level Selection Art: https://www.vecteezy.com/free-vector/voodoo-doll (zhengdacool)

- Menu Music: https://pixabay.com/music/modern-classical-the-introvert-michael-kobrin-10959/

- In Game Music: https://pixabay.com/music/main-title-chasing-victory-main-9448/

Comments

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(+1)

Interesting mechanic!

The overall pace of the game is a tad bit slow, in the sense that enemies attack rather slowly so it takes a long time to kill them using their reflected damage (especially the green melee enemies).

There is also no clear indication of whether/which enemy is currently affected by the voodoo, and when it has/is about to expire. Maybe an outline that starts to blink before the debuff runs out.

Sometimes it is pretty tough to tell which projectile is from the enemy that is voodoo-ed from range, especially since the FoV is quite limited outside of the tutorial and there are multiple same-color enemies.

I think with some iteration on the main mechanic idea this could make for a pretty novel and interesting project!

Hi thank you very much for taking the time to play and feedback on our game. We have taken note of the improvements that could improve the quality of the game, hope to implement it as soon as possible.

(+1)

The concept of only solely relying on reflected damage is really interesting!

It would be good if an alternate key other than enter is used to progress through the tutorial, such as left click.

Field of vision for `traps everywhere` is too small, and enemies spawn right onto you with no warning.

Would be better if players have a need to choose which enemy to shoot, currently simply shooting close enemies and kiting everything else is enough. For example, enemies might be made to build resistance to voodoo-ism.

Hello, thank you for your playing and giving feedback to our game. We will take note of the feedback to improve on the game.