A challenging 3D platformer where you try not to drown in the ocean
This is the first game I made at Fontys ICT, in the Game Design & Technology Basic semester. Together with 3 of my peers, we got 4 weeks to make a game based off the FPS minigame in Unity. We decided to make something set underwater, so the movement is very floaty, though despite the large distance you can travel in the air, this is still a very challenging experience.
Using the FPS minigame as a base, I tweaked the player's movement values until it felt very slippery and swimmy, but not to the point where it felt awful to control in my eyes. After I got done with that, I gave the player two abilities; a dash, and a float. The dash sent the player forward in a straight line, and the float halted the players vertical momentum, while preserving the horizon momentum, for as long as the jump button was held in mid-air. Some playtesters mentioned that the movement didn't feel natural since there was no feedback aside from your character's movement changing, so I added bubbles and sound effects to both animations to help with the look and feel of both abilities, and those particles alone were surprisingly effective in playtests after.
The theme we were originally going for was that someone was drowning and hallucinating underwater, so the bubble bar you see at the top of the screen is the oxygen meter, the functionality of which I also made, along with the bubbles that refill that bar, both as enemy drops and as loose objects in the world.
Everyone in our group was tasked with making a part of the level, and I made the very last section, since it was determined to be the hardest. It was designed to be a bit of a puzzle at first glance, just to figure out where to go, and when you did figure it out, you still had to do some pretty precise platforming to make it all the way to the end, and falling meant you had to start the section over again. The enemies are spaced out in a way that you are basically forced to use them as air pockets whenever you can, meaning you pretty much only get one shot once you find out where you're going.
As my first ever Unity project, I'm quite fine with how this game turned out. It's much more difficult than I'd like it to be in hindsight, and scaling down the difficulty in the games I make is a lesson I had yet to learn at this point, and since this was a school project anyway, learning was what I was here to do.