Inspiration

We wanted to challenge ourselves to make a playable game within 24 hours. We have all had experience in Unity, but have never finished a game. We decided that the hackathon was a good time to push to the end.

What it does

Our game spawns a 3D enemy into a world where the player is restricted to a 2D plane. The player is on an infinite sidescroller that is intended to slow the player down until they eventually die.

How we built it

We started with the basic Unity movement package from the asset store. From there, we started tweaking and adding functions we wanted. Some examples of the things we've added would be the player tracking orb, the ability to destroy the orb, and better player movement.

Challenges we ran into

We originally wanted to make a game where the final boss would learn from the players who went through the levels and would eventually kill the player. However, we found out a few hours in that we bit off way more than we could chew, so we decided to pivot to a more feasible option.

Accomplishments that we're proud of

We are really proud of how the animations turned out. In addition, tweaking the orb to be fast enough to be annoying but slow enough to outrun was also tricky but rewarding.

What we learned

We learned a lot more about what it takes to make a game, especially the design of it. The biggest struggle wasn't that we couldn't figure things out; it was that drawing took so long.

What's next for Grief

We will likely flush it out for our own personal use.

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