Gameplay:

Use WASD to move and avoid being caught by enemies. If you stay in an enemy’s detection zone for too long (warning bar at the bottom fills up), an alarm will go off. You must find the key (golden block) before reaching the exit (green). Win by escaping three levels in a row without being caught. You lose if you touch an enemy or run out of time.

Demo video:   https://drive.google.com/file/d/1BgVZZSR5bEqfKA5xkzb_vFhqIFSNqO5L/view?usp=shari...

Submission Form: https://docs.google.com/document/d/12hIndrkfc_R8_gbGcVbbrZVU4OkXjYzQeUjJNBHP9O4/...

Github: Comparing main...keyboardjam · Artoria-cpu/EGAM102-01


Lecture Details

In the game, I use a lot of lists and loops, mainly to control all enemies. I use a list to manage all enemies and a for-each loop to handle random rotations. The for-each loop also detects when a sprite touches an enemy in the list, increasing the alert level. Additionally, when the alert level is full, the list and for-each loop make all enemies start chasing the player.

I chose to use lists because they allow me to control all enemies from a single Game Object without needing to set the code for each enemy individually. It also makes different features work together more efficiently. Using lists and for-each loops in a single Game Object makes everything more convenient. The for-each loop is especially useful because I need a global value to control all enemies at the same time, making it the easiest solution.

Design Details

Enemies can rotate randomly, so players need to time their movements carefully to pass through enemy areas. The alert level takes time to build up, meaning players won’t be instantly chased just by briefly touching an enemy’s detection zone.

During a chase, the player moves faster than the enemies, but in exchange, enemies are not affected by obstacles when pursuing the player. I believe this keeps the game fair.

When the player picks up the key, an on-screen message appears to indicate that the door has opened, signaling a positive outcome. On the other hand, if the player triggers an alarm, the screen turns red, and a tense alarm sound plays, representing a negative outcome.

The gameplay is simple and clear—players just need to find the key and reach the exit before time runs out. Even if the alarm is triggered, it doesn’t result in an instant failure; it just makes the game more challenging.

This project is a new style experiment for me. Previously, I almost never used lists to manage enemies—instead, I managed them as individual prefabs. Using lists to handle all enemies in a single system was a new approach for me. Additionally, I experimented with designing different levels, making this a fresh experience.

Published 12 days ago
StatusReleased
PlatformsHTML5
AuthorArtoria
Made withUnity

Comments

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This was super fun! The music change when you get spotted is awesome