Credits:

Autumn: Programmer and story designer

Eryn: Main artist and story designer

Aria: Main sound designer, music producer, artist

All assets were made by us. The music for the game was made in FL Studio and Audacity. The sound effects were from sonniss.com, quicksounds.com (open access license), and pixabay.com (Creative Commons License). All sound effects and samples are copyright free. Art was drawn by Eryn and Aria using Procreate, Krita, Piskel, IbisPaint, and Aseprite. The game is made in Unity.

We did not use any generative AI for our game.

Instructions:

Arrow keys for movement, Space for jump, X for dash, Shift for breathe, C or Left click to attack. Watch your pressure. Fighting and taking damage places more pressure on you, which attracts monsters. Hold shift to breathe and alleviate pressure. However, this leaves you vulnerable. Try not to die or break the game :)

Challenges we ran into:

We all had different views of how the game should look and initially, it was a challenge to show others exactly what we envisioned in our heads. But, we found that sharing concept art, ideas, or sketches were helpful in getting the general vibes we were going for, so our communication improved as a result. The game also broke at the last second, but thanks to the grace period, we were able to figure it out and submit.

Accomplishments that we're proud of:

Aria: I'm proud of my battle theme song. Initially, it was difficult getting the right mood and it was super melody-heavy. But I listened to some battle soundtracks which was helpful in terms of instrumental balance. And after some more trial and error, I'm pretty proud of how it turned out :D

Eryn: I am super proud of my work on the character sprite! I have not made such a complicated sprite with so much animation before, so I am happy with the result.

Autumn: Innovating my own systems instead of slowing down and relying on others.

What we learned:

Aria: I learned more pixel art and music production, but the thing I learned about the most was sound design. I got more familiar with Audacity as I had to edit the speed, pitch, and add effects to the sfx.

Eryn: I learned a lot about jump cycles. This was my first time making a jump cycle, so a lot of trial and error was involved.

Autumn: I learned how to work under pressure and it exposed a lot of my own weaknesses.

What's next for our game:

We would develop the town our main character goes through and add side characters with their own storylines. We would also explore Maia's life after the game transpired, as a sequel of some sorts.

How our game fits the theme:

Maia, the main character, is the protector of humanity. However, that's not really who she is. She is attracted to both who she is supposed to be according to society and both to who she really is inside.

Plus, all the monsters in the game are attracted to her.

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