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Slug Quest

Team Jam Project - Producer, Content, Systems, et al

This 3 day build was one where we were given the idea of  "color" to find inspiration.  We worked on making sure the game's tone and world looked and felt right.  We taught ourselves Unity's HDRP, having never done it before, and this added lots of opportunities to our developement.  With all of these challenges, in the length of a 2.5 day jam, there were some struggles dealing with our checkpoint system, and ensuring the enemies were moving as we intended them to.  In the end, minus a few optimization issues, the game plays well.

The teams were very quickly assigned, and we got a combination of skills that we merged into a single art style that worked for our intended mystical, dark, world.

The mechanics are a bit less involved than we wanted them to be, but because of the short development time, we made sure everything was working as intended before publishing at the end of the jam.

My design partner did a wonderful job with the platforming layout as I worked with them to plan the pathways and how each item would regain color as the slugs were collected.  The world regaining color through the gameplay still gives me joy.

Screenshots

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