Askewers came out of a project to create a third-person minigame in 3D using Unity Engine. The game had to be quick to learn, had to last at least 30 seconds, and couldn't take longer than a minute. After designing a simple character that could be quickly drawn and modeled in 3D, and with some inspiration from games like Katamari Damacy, I decided on a fast-paced platformer with jousting-like combat where your goal was to become a shish kebab. Originally, the idea was that the player fought other "players" (controlled by AI) and whoever skewered the most other players at the end won.
With the note that having it be multiplayer or having AI-controlled fake players would be very much out of scope, I went into creating the minigame. Without the goal of skewering other "opponents", I instead had the goal be to skewer large bits of food while avoiding simple AI-controlled enemies that can stab you--instantly killing you. Some platforming ideas were cut for time, but otherwise, the controls were fully implemented as imagined in the pitch document. The main issue I ran into in creating the game was the level design.Â
There are two scenes in the prototype created for class: a tutorial and a sandbox where the main gameplay takes place. The level is a bit too difficult for a player to maneuver around, beit their first time playing or otherwise. With only 45 seconds or less to run around, they don't have time to get acclimated to it. If I were to revisit this prototype and flesh it out into a larger game, I would absolutely redesign or outright scrap this level, alongside rewriting scripts to be less amateur and prone to bug-causing.