Due to being unable to currently access the required Unity installation/project files, a gameplay demo video cannot be generated at this time. This section will be updated with a video showcase once access is restored.
This project was developed over a one-week period for 'Global Game Jam 2024', working in a two-person team. The jam's theme was "Make Me Laugh", which led to the concept of a simple 2D "Clown Simulator" built in Unity using C#. The basic idea involved a clown walking across a stage area to collect various props (balloons, horns, etc.), then returning back to the stage.
As the sole programmer, my role involved implementing the core gameplay systems: a basic 2D character movement controller and a simple inventory system to track collected items. Collaboration within the small team presented challenges, and the final result was a basic prototype reflecting the rapid development timeframe. Despite the simple outcome, the jam provided valuable practice in implementing specific game systems (movement, inventory) from scratch under tight deadlines.
Developed within a one-week timeframe for Global Game Jam 2024, this prototype included the following core systems implemented in Unity/C#:
2D Character Movement: A basic controller allowing the player to move horizontally across the level
Item Collection & Inventory: A simple system allowing the player to collect specific prop items (e.g., balloon, horn). A rudimentary inventory system tracked which items had been collected
Engine: Unity
Language: C#
Core Concepts: 2D Character Control, Player Input Handling, Inventory System Logic, UI, Collision/Trigger Detection
IDEs: Visual Studio
Working within a small, two-person team for a week-long game jam presented unique challenges and learning opportunities:
Design Alignment: Reaching a consensus on the core game concept and mechanics proved challenging initially, highlighting the importance of establishing a clear, shared vision early in a collaborative project, especially under tight deadlines.
Adapting to Team Resources: Navigating task distribution within the team presented challenges in balancing the workload. This required adapting by focusing my efforts primarily on implementing the core programming systems (2D movement and inventory) achievable within the available resources, ultimately resulting in a functional but basic prototype. This experience underscored the importance of flexibility and setting realistic goals based on team capacity.
Technical Implementation: Developing the inventory system from scratch within the jam's timeframe was a significant technical hurdle. Implementing the logic for item tracking, display, and traversal required focused C# programming effort and problem-solving.