A Piece of Pisces
A Piece of Pisces
Trailer (0:55)
Development Information
Team Size: 10
Project Duration: 2 Days (Global Game Jam)
Engine: Unreal Engine 5
My Responsibilities: Scripting, Level Design, Mechanic/Game Design
Story Description
Pis and Ces are the fish that make up the constellation Pisces. At least, they were, until an asteroid knocks Ces all the way down to Earth. Luckily, it finds a bottle of bubbles that it uses to help it float back to its place amongst the stars. However, floating back is not as easy as it seems with everyone and everything trying to quite literally burst its bubble.
Gameplay Description
A Piece of Pisces is a casual 2.5D game where your only tool is your ability to maneuver around in a bubble Ces put themselves in. Dodge and weave around everything trying to pop you and make it back to Pis.
Movement
Ability Description: Move around the level
Input: WASD
Usage: The movement is momentum based, so trying to come to a complete stop if Ces is moving fast will result in slower braking
Enemies
Pufferfish, Balloon, & Asteroid 1
Enemy Description: An enemy that stays in one spot.
Damage: 15hp
Shark, Albatross, & Asteroid 2
Enemy Description: An enemy that moves from one side of the level to the other.
Damage: 15hp
Dolphin, Seagull, & Asteroid 3
Enemy Description: An enemy that will soar above and divebomb below it once the player reaches a certain height.
Damage: 30hp
Pistol Shrimp, Pelican, & U.F.O
Enemy Description: An enemy that stays in one spot and shoots a projectile forward at a fixed rate.
Damage: 5hp (Contact); 10hp (Projectile)
Ocean
Large area with no enemies in beginning so player can get used to controls
Small amount of enemies so that the first level isn't too hard and serves as a good gateway
Sky
More enemies as the player should be used to controls by now
Enemies start (indirectly) working together (i.e. A divebomb enemy is at the top of a narrow path so the player must either bait the divebomb out or move quickly before it divebombs)
Space
Large amount of enemies, as it is the last level
Multiple paths provided depending on what the player wants to tackle (i.e. One path is a bunch of stationary enemies but the path through them is tight vs a more open path that is riddled with projectile enemies
The placement will mean the player will need to intentionally move down to avoid enemies rather than it just being an option in Sky
This was my first Game Jam and it was a lot of fun. I wish the game could have felt more alive with some animations, but overall I am happy with how it turned out.