Jungle Magic by rsim
You're lost in a maze of a jungle!
Find your way back to safety, but be warned that the locals don't take kindly to intruders.
Maybe you'll find some help...
Keys
- Up arrow: move forward
- Left/right arrows: turn
That's it! :smile:
Screenshots

Tools
- Blender 2.80
- Photoshop
- Krita
- Bosca Ceoil
- Unity 2019.1
- Rider
Development
This was my first attempt at creating animated characters (or any animation at all for that matter), and I'm reasonably happy with how it turned out for a first go. All in all, the learning, experimenting, and actual execution of the character and animations took just over a day, with probably half that spent on a character I ended up not using! Oops.
I wasn't expecting to be able to pull off a game given that the character took up so much more time than I anticipated, but it all came together in the last few hours. I was hoping to spend more time on the environment art especially, but I'm still not a very fast modeler so I had to go with a simple modular/tile-based environment instead. It'd have looked amazing with some shrubs along the paths, and non-square corners - maybe next time I'll make it that far.
For the texturing I used a mix of Photoshop and Krita. This was my first time using Krita, and I found the wrap/tiled editing mode very useful! It also has some nice default brushes that made the creation of the ground textures very fast. With the selection of brushes I have in Photoshop, it still won for speed/quality of painting actual textures like the wood logs that make up the witch doctor hut, even though I then brought it into Krita to finish it up in its wrap/tiling mode.
The coding went reasonably smoothly with only a few small bugs during the development that were quickly resolved - no real head-scratchers.
Ratings
| Given | 31🗳️ | 11🗨️ |
I sometimes just wanted to look around and see what was happening,
but couldn't do that because there were no controls for that.
Or was that intentional?
Animations was great, but maybe you should focus more on polishing the core gameplay part.
In the overall I had fun and it's a nice game.
@kristinnes @memel06 @aplite: Yeah the maze boundaries was something I was aware of, but it didn't really occur to me to address for some reason. You're meant to be restricted to just the dirt path, but I knew you could walk on the grass with a bit of effort - I found that a convenient thing during development, and it just stuck. :)
@neverix: The controls were simple partially due to LD, but it was also somewhat deliberate given there aren't any walls to block the view - I thought it'd make it too easy if you could just look around!
@tero-pulkkinen: There's only one level unfortunately. :) The code is in there to load successive levels if I had got that far, hence it having a spot in the HUD.
It felt very "prototype", but that's not a bad thing.
The controls were smooth, and the gameplay was good.
With a bit more time I'm sure you could have made this look good and hope you release a post-jam version!