Projection

Global Game Jam 2014

Welcome! Thank you for taking the time to visit our page.

To play the game online, CLICK HERE. (requires installing the Unity plugin)

To download a zip file of the Windows version of the game, CLICK HERE.

To visit the Global Game Jam press page, CLICK HERE.

To directly give us feedback on the game, CLICK HERE.

To download the source code, CLICK HERE.

To visit the sharing space itself and download specific parts of the game, CLICK HERE.


Objective:

When we are out in the world, we see ourselves in those we encounter and modify that assumption through our experiences. There is an aura of perception around you. Everyone that you “perceive” becomes like you.

Encounter people (shapes) by going to the right (to the portal to the next level). You may have to perceive (and thereby project yourself onto) someone to move on to the next person.

(NOTE: You must be in circle form to enter the portal to the next level.)

Controls:

  • A or D = move.
  • W = change shape (rotates between circle and square).
  • SPACE = jump (when in square form).
  • (NOTE: click the menu button if you get stuck)

Table of Contents (in case you want to know more)

Screenshots

About the Team

Jonathan Williamson

Jeremy Fountaine

Chloe Janowski

Curtis Vaughn

Jeff McMillen

The Creative Process

This Year’s Theme

Frequently Asked Questions

Why is the game so simple/short?

What didn’t make it into the game?

What levels didn’t make it into the game?

What features didn’t make it into the game?

Are there any easter eggs?

Is there potential for this game to go farther?


Screenshots

About the Team

Jonathan Williamson

(Game Designer)

Global Game Jam Profile: CLICK HERE.

LinkedIn Profile: CLICK HERE.

Personal Website: CLICK HERE.

Jeremy Fountaine

(Programmer)

Global Game Jam Profile: CLICK HERE.

Personal Website: CLICK HERE.

Chloe Janowski

(2D Artist)

Global Game Jam Profile: CLICK HERE.

Personal Website: CLICK HERE.

Curtis Vaughn

(3D Artist)

Global Game Jam Profile: CLICK HERE.

Jeff McMillen

(Sound Designer)

Global Game Jam Profile: CLICK HERE.

Personal Website: CLICK HERE.

The Creative Process

This Year’s Theme

“We don’t see things as they are, we see them as we are.”

Frequently Asked Questions

Why is the game so simple/short?

A key thing to remember about game jams in-general is that making a game is a lot of work, especially for a programmer. Making the engine that runs the game takes up 75% of the programmer’s time during a game jam, with the remaining 25% for adding features and creating levels. Remember, we had less than 48 hours (2 days) to make this game!

What didn’t make it into the game?

You can get an idea for what all didn’t make it into the game by looking through the the Concepts folder and the Art folder. Anything you didn’t see in the game didn’t make it into the game. There were also some sound effects and music that didn’t make it in.

What levels didn’t make it into the game?

For example, let’s take this concept image:

In the image, you are the square in the upper left. You see that your goals are not the same as “the team’s” goals, and that to accomplish your goals, you have to break up the bridge of “team effort” that allows “the team” to accomplish their goals. Doing this sends them plummeting into “development hell”.

Although mechanically this is very simple, we basically didn’t have time to build this level.

What features didn’t make it into the game?

Well, let’s look at some of the original concept features:

As you can see, here we have a triangle shape option. Where the circle and square could move in some capacity, the triangle’s purpose is explicitly to not move on its own. It would allow you to stick to the floor or to an adjacent object.

Also, you may have noticed in the game that there are a few opportunities in which you automatically get “boosted” if you’re a circle. Originally, the plan was for that to be a circle-specific ability which you could activate at-will with the space bar. If you were on the ground, you would boost in the lateral direction that you last rolled. If you were in mid-air, you’d boost straight down (stopping all forward momentum).

Are there any easter eggs?

Not currently, but there was going to be one. Someone associated with this game jam is nicknamed “Wumpus”. Start digging!

Is there potential for this game to go farther?

There’s certainly potential to add more content to the game. Once the engine was up and running it was a relatively simple matter to create levels. Features (like those seen in the concept images I referred to above) are much harder for us to put into a game than levels.

The biggest factor in whether this game will go farther is whether Jeremy Fountaine (our programmer) feels like he can dedicate time to the game. If you feel like this game should go farther, I’d encourage you to include that in your feedback, especially on the question about what you’d say to him specifically.