Overview
An early project, and the first one where the goal was simply to finish something. We wanted to prove we could take a game from nothing to an end state — simple mechanics, but entertaining enough that someone would keep playing. That meant most of the effort went into feel rather than features: particle effects, post-processing and camera shake, tuned until the moment-to-moment play had some weight to it.
It was coursework for the Game Design module in my second year, and the brief was as much about wrestling with Unity and touching a bit of everything as it was about the game itself.