Inspiration

Our project was heavily inspired by dealing with anger issues ourselfes and being able to manage those feelings sometimes. Frustration can be so intense keeping it inside is no longer possible. That's why our team wanted to create this little game where one can project darkest and deepest of feelings to literally "destroy the world around" but in a safe way.

What it does

Chill&Kill provides you with an opportunity to create and customize you enemies, whoever they may be. You can fight demons from the hell, aliens or even your ex- everything is possible in this world! Your gaming expirience start with the menu where you can choose appearence of your character and of your enemies. Enemies are all created using the same look you chose for them. And then is where the fun part begins: run around the urban level jumping between the platforms while slahing all those in you way.

How we built it

Our game has been built using game engine called Godot, which is rapidly gaining popularity now. We started by using task management software called ClickUp and distrubuting roles for every team member. We watched many tutorials for different gameplay designs and functions but the core structure of this project was built firsty by creating the scene and thr world, in this case a closed container with platforms using backround and textures found on itch.io. Then created our sprite prototype, which was done in app called Aseprite, in which also all animations, clothes, hairstyles were also drawn by hand later on. Next out character was added with all the animations and following with the enemy character and one hit kill system.

Challenges we ran into

None of our team members had any previous game development experience with any apps or platforms mentioned in this text. Due to the constant lack of knowledge, a lot of time was sacrificed to watch tutorials and learn, which is why we did not have enough time to debug the game and make it work properly. The hardest emotional challenge for our team was when we had created all of our game components, but they did not work when assembled together.

Accomplishments that we're proud of

We are very proud to be able to call our first game development experience fairly successful. Using so much new software and doing so much research in the last 48 hours was definitely challenging, which makes the result seem even better given the short time frames. One of our best achievements was when a team member spent the whole day creating the customization function for the player and enemies, and it finally worked after multiple hours of debugging.

What we learned

We have learned skills that will be useful in our future projects: using game engines like Godot, drawing and editing pixel art in Aseprite, searching for inspiration, and using game dev libraries like itch.io. The best skill that we have practiced in this hackathon is teamwork, the ability to effectively manage given tasks and collaborate to create code together.

What's next for Chill&Kill

Next step we are going to work on the system and how it works, because as I mentioned previously we had trouble running the game correctly. Our second priority would be to spend much more time on the design in Chill&Kill. Then it would be possible to start making adding all the cool features and updates, such as boss fights, integrating AI, bonus system and much more.

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