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About

Creator: Frank Alfano

I created this game as a mini-project so I could learn more about Unity. The entire game up to this point has taken me about 2 months to complete. The game, unfortunately, is only compatible with USB SNES controllers currently, and this is only because I had them sitting around and wanted to put them to use. In the future, I would definitely make it compatible with a keyboard and mouse or even other game controllers. With the exception of my friend, Joe Ferrugio, who made some music and helped me test the game, I made the entire project on my own.

Game Info

Collab is a 2D 2-player puzzle platforming game that requires both players to work together to reach the end of the levels.

There are 4 different modes that the players can become while playing the game to help them solve the puzzles:

  • Normal Mode - The normal mode, as the name suggests, has no special abilities. This is the starting mode for both players at the beginning of every level.
  • Boost Mode - This mode allows a player to jump higher than any other mode.
  • Shrink Mode - The shrink mode allows a player to shrink down to be half of its height in order to fit into smaller gaps. While shrunken, the player also has a decreased jump height.
  • Swap Mode - Swap mode allows a player to trade positions with the other player. This can be effective because the other player remains with the same mode.

Now, this game would not be very challenging if both players could change into each of the 4 modes. That is why there is a rule that each player can only change into certain modes in each level. For example, Player 1 could only be able to change into the Boost Mode, whereas Player 2 would be able to change into Shrink Mode and Swap Mode. Both players will never be in the same mode, with the exception of the Normal Mode. Each level also has a certain amount of times the players can change their mode. This means that the players need to be more strategic and work together rather than doing everything themselves. These 2 rules combine to form a challenging yet fun experience.

This shows how the player selects what mode they want to become in a level. The players can access this mode by pressing the "Y" button on the gamepad. The players can use the up, down, left, and right buttons to choose the mode. As you can see, some of the modes are tinted darker, and that is because, for this certain level, the player cannot change into those modes. The mode on top is the Normal Mode, to the right is Boost Mode, down is Shrink Mode, and the left mode is Swap Mode.

There are 5 main obstacles currently in the game that creates the puzzles:

  • Levers - Levers are used to open and close doors, and are toggled using the "B" button on the gamepad. The levers are connected to doors through a series of wires which gives the players a visual hint as to what doors the lever open.
  • Doors - As stated, doors are opened and closed through levers, and allow the player to get into new areas once opened.
  • Spikes - Spikes are dangerous because if the player touches them, they go back to the beginning to the level. Spikes are strategically placed to make certain levels more challenging.
  • Small Corridors - Small corridors are only able to be passed if the player has shrunken down to half its size with the Shrink Mode.
  • High Ledges - High ledges are only able to be reached by a player who has the Boost Mode equipped. Any other mode cannot jump high enough to get over them.

The more obstacles in a level, the harder and more intricate the level becomes.

Screenshots

This is the titlescreen when the game is first launched. The "Play" button takes you to the level selection screen (duh), the "Options" button takes you to an options screen where you can change the music volume and other settings, the "Credits" button displays the credits for the game (which are also listed below), and the "Quit" button quits the game.

This is the level selection screen that appears when the "Play" button is pressed on the titlescreen. Currently there are 10 levels, each of them getting harder and harder to complete. The level button appears gold when you have completed that level, and the "Delete Save" button resets your progress.

This is an example of a level, which happens to be Level 3. The players will need to collab (get it?) to reach the end of the level. The number in the top left is the number of mode switches the players have left.

This is my extended family play-testing the game on Thanksgiving! It was really cool to see everyone have fun playing something that I made. It was also helpful to see them break it in all sorts of ways I did not know were even possible. After seeing the gliches they discovered, I look forward to going back and improving the game.

During Thanksgiving, I projected my computer screen onto a larger display so everyone could see and try the game. This is Level 3.

Credits

Made with: Unity

Art: Frank Alfano (Using paint.NET)

Programming: Frank Alfano (Using C#)

Level Design: Frank Alfano

Music: Joe Ferrugio (Using Bosca Ceoil)

Sound Effects: Frank Alfano (Using sfxr)

Beta Testing: Frank Alfano + Joe Ferrugio

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