Postmortem


Successes

Our team was able to successfully collaborate and work on our project simultaneously with the help of Unity Collaborate. 

We were very organized and divided up tasks based on people's existing skill sets, collaborating on areas that were difficult for all of us.

Our game runs well and there is a relatively fleshed out narrative, action sequence and game loop. We were able to problem solve 98 percent of the issues we came across and were able to implement the suggestions from the gameplay feedback.

Failures

The time constraint inhibited us from including some details and elements of play that would have made the experience more immersive.

We were unable to make the monsters face the direction of the player when chasing it down. They would simply move towards the player facing whatever direction in which they began.

 Lessons Learned

At the beginning of this project we were not able to communicate and collaborate unless we were in a synchronous and in person situation. Throughout the duration of this project we developed ways to work in situations that may not be ideal. This gave us the ability to work around everyone’s limited schedules successfully.

We also learned the importance of outside critique through play testing. We ended up doing two rounds of play testing because we found the experience so impactful. Having another set of eyes analyze your works helps distinguish gaps that you may be filling in due to your role as the game’s creator.

Future Development

For future development, we would add additional elements to create a more dynamic narrative for the main characters, i.e. animated prey, varying enemies, and more obstacles in the way. We could also implement levels and new maps that offer different levels of difficulty for the player.

We would have the enemies kill you easier. The game is intended to be solved by completing multiple play throughs, remembering the path to get further each time. The issue is that it is too difficult to die  so the player wanders for too long. I think it will also to experiment with shortening the time the player is given before they starve.

Files

WEBGLfinal.zip Play in browser
Oct 20, 2021
WindowsBuild.zip 106 MB
Oct 20, 2021
CAT-astrophe.zip 116 MB
Oct 20, 2021

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