Inspiration
We wanted to build a game from the get go and thought a labyrinthian sprint was a good push and onus for the player as an idea to start off of.
What it does
Tests players situational awareness and pressures them constantly with the threat of being caught in order to succeed in a timely manner.
How we built it
Using Unity for coding logic and structure we build all of the backend, and Procreate for all the assets.
Challenges we ran into
Procedural Generation on a grid system created a unique environment for movement that other entities had to respond to and be built around atypical to other processes, took specialized knowledge to work with.
Accomplishments that we're proud of
Procedural generation ended up being a fun and efficient method of generating reusable content for our game, the art is cute and marketable, and our movement and enemy systems hold lots of potential for future building.
What we learned
Working with flexible but precise grid coordinate systems taught us methods to keep the internal logic and positional knowledge consistent.
What's next for Claw and Corridor
The team of Claw and Corridor is prepared to work on and polish our game even more to distribute and publish it officially.

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