How To Teleport by bradur
How To Teleport is an escape game in which the player cannot walk, but has a gun that teleports the player where the projectile lands. The player has 5 ammo at the start of each level, and must find and shoot the door at the end of each level in order to progress to the next one. Some levels have holes in the floor that the player must not land on, and ammo that the player can collect.
I tried to make it easy early on but the later levels should be quite challenging.
You can always restart the level if you die.
The game has:
- 7 levels
- main menu with a quick guide
- 1 theme song
- 3 sound effects
- Esc-menu with these options:
- continue
- restart level
- main menu
Tools used:
- Unity 5
- Tiled Map Editor
- Sublime Text 3
- LMMS (music)
- bfxr (sfx)
- Paint.NET (gfx)
- Visual Studio Community 2013
- TiledSharp(https://github.com/marshallward/TiledSharp) by Marshall Ward for using Tiled map format in C# (my fork for Unity compatibility: https://github.com/bradur/TiledSharp )
I had trouble building to Web Player / WebGL, so I only have
Windows, Mac OSX and Linux builds. I run a Windows machine myself so that's the only one I have tested.
Here's a video of the opening levels:
https://www.youtube.com/watch?v=ooViOqheSEo
I tried to make it easy early on but the later levels should be quite challenging.
You can always restart the level if you die.
The game has:
- 7 levels
- main menu with a quick guide
- 1 theme song
- 3 sound effects
- Esc-menu with these options:
- continue
- restart level
- main menu
Tools used:
- Unity 5
- Tiled Map Editor
- Sublime Text 3
- LMMS (music)
- bfxr (sfx)
- Paint.NET (gfx)
- Visual Studio Community 2013
- TiledSharp(https://github.com/marshallward/TiledSharp) by Marshall Ward for using Tiled map format in C# (my fork for Unity compatibility: https://github.com/bradur/TiledSharp )
I had trouble building to Web Player / WebGL, so I only have
Windows, Mac OSX and Linux builds. I run a Windows machine myself so that's the only one I have tested.
Here's a video of the opening levels:
https://www.youtube.com/watch?v=ooViOqheSEo
Ratings
| Coolness | 55% | 3 |
| Overall | 3.42 | 327 |
| Audio | 3.33 | 209 |
| Fun | 3.37 | 296 |
| Graphics | 3.03 | 570 |
| Humor | 2.23 | 805 |
| Innovation | 3.65 | 209 |
| Mood | 2.96 | 521 |
| Theme | 3.29 | 599 |
This is quite polished, I'm impressed!
Would be great if there would be a 2d view mode too.
I'm guessing gaining the energy through walls is a bug?
Would be interested if this would be continued.
koredozo:
- I agree with the rotation & projectile being too slow. I'll tweak it.
- The locked view is by design. The idea behind that was that the player must either take a risk or scout the map a little. I'm not married to the idea though, and if enough people think it's a crappy mechanic, sure, I'll add zoom in / out keys.
Jerre
- You're right. Perhaps the "explosion" should have visible borders where the energy pickup collider is. I'll put it on my list.
parzivalTheVirtual:
- I'll have to look into that color scheme thing.
- I fiddled around with the ricocheting (I was trying to implement mirrors) but I ran out of time before I could make it work. If / when I work on the game more, I'll definitely add them!
furriKira:
- Getting energy through walls is by design. I even try to use it in some of the maps, like in level 4 to tell players some of the energy blocks have holes under them.
- 2D view is a possibility. Maybe a toggle? The reason I went for an angled camera was that I thought it made the holes more believable.