Inspiration

We we're inspired by a mobile game based around horde survival; we thought it would be fun to have exaggerated recoil as the main mechanic.

What it does

A player spawns in a forest, in which they are faced against hordes of zombies, which they have to defeat to survive & reach the highest score.

How we built it

We built it in Unity, using assets from itch.

Challenges we ran into

One of the biggest challenges was trying to make y sorting feel realistic, this took a lot of time messing with unity's sorting layers & the custom axis. Another challenge was balancing game mechanics like recoil, so they impacted gameplay without being frustrating.

Accomplishments that we're proud of

We're most proud of implementing the core movement system with working animations. We believe the system provides interesting decision-making moments where a player has to choose if they want to shoot based off what is behind. Were also proud of being able to implement a gameplay loop with zombies, scoring, & multiple weapons.

What we learned

We learned how to design around a single core mechanic and let it drive the gameplay experience. We also learned that we should plan better next time. Lastly, we overall got better at working with Unity2d.

What's next for Flint Knock

We'd like to expand by adding a large array of abilities and additional weapon types that all have unique actions & recoil.

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