created by:

bloo @justbloo. chase @ch4seatlantic0 yue @_.yuefish

PROJECT IS STILL A LITTLE BUGGY!

  • hearts system is broken sometimes, you just die when you hit the normal enemy hitbox (broke during export)
  • hitboxes are a bit messed up, don't touch the mosquito bodies or you'll just die :(
  • ui is a little messed up sometimes

no saving. if hooks dies, they ded

Inspiration:

We were inspired by the fact that mosquitoes are attracted to blood, and wanted to create a platformer style game centered around the fact that the player is attracting huge amounts of mosquitoes.

Instructions:

WASD keys to move, space bar to jump. Press [E] to interact with NPCs and objects, and [Left Click] to shoot your gun. This game is a platformer with enemy spawns and an approaching swarm that you must outrun in the caves. Also you have a gun :D

Summary of game:

The year is 2027. Giant, people-hunting mosquitoes now roam the lands. You are Hook, a person with type O blood trying to find shelter to escape the mosquitoes that are hunting them. You control them as they make their way up a mountain to a shelter for type–Os, meeting other survivors and fighting back against the mosquitoes on their way up. Will Hook have to face down the legendary mosquito queen, and will they make it to the shelter? Or will they be caught by the swarms and sucked dry of their blood?

Challenges we ran into:

We are beginners at coding, with very little experience so coding the game itself and debugging was quite challenging. Also none of us have used Godot before, so getting used to the interface was a steep learning curve. Additionally, creating our own assets and sprites took time and coordination, with many, many scrapped versions and ideas.

How we built it:

Godot video tutorials, caffeine and very little sleep. Thank you to Godot for being (relatively) easy to use for beginners and (sometimes) non crashout inducing <3

Accomplishments that we're proud of:

Bloo: I'm proud of learning how to code in Godot, and persevering through nights of tutorials, debugging and frustration to make this. I'm also proud of making the art alongside coding the majority of the game, and coming up with the platformer and swarm concept. Chase: I’m proud of learning my way around Godot, and contributing to the code. I’m used to making Python GUIs, so this was a whole other can of worms. Also I magically gained the ability to make pixel art. I’m not sure how it happened, but I’m really proud of that. Most of all, I'm proud of the story I wrote and the world that I created with my team. Hook is my child I love them so much Yue: I am proud of being able to complete this project within the given deadline. I managed to improve my art skills greatly and got better at collaboration projects.

What we learned:

We had to scrap a large part of the game that was one of the core parts we thought of when we started, so we learned that game development takes a LOT more time and effort than we thought. We also learned a lot about coding and Godot itself which was really cool. Finally, we learned that with enough locking in and sleepless nights, we can actually make something really cool :D

What's next for our game:

We plan to add the final boss fight that we scrapped back into the game, and maybe expand on levels and concepts that we didn't have time to add. But like. We’re busy so maybe this will happen in 2027 when the mosquitoes are real

How our game fits the theme:

Our game fits the theme as Hook is "attracting" mosquitoes to them due to their type O blood, and the enemies can track Hook during the levels. Also, the giant swarm of mosquitoes is so attracted to Hook that if Hook gets too close, they just die :D it's a whole new kind of toxic love

Built With

  • godot
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