BRAINICITY

A submission for Trijam #247
Total time taken: 5 hours 55 minutes (2 people)

Have you ever felt overwhelmed by whatever life throws at you. YOU ARE NOT ALONE. Meet our characters.

Whether they are dumb or smart, they have their own sets of mental health issues to deal with. Help them get through with it by only allowing good ideas to stay in the limited capacity of their brain! Anything else remove them, push them away, discard them. Life is too short to focus on the negative aspects of life.

Controls

Left Mouse Button - Push Donut
RIght Mouse Button - Drag and Follow


Credits:

Victor Mak:  Game Design / Programming

Joss Kri'e:  Game Design / Art / Animation

Software :

Godot / Krita / jsfxr / Google Fonts / Music: Lounge - Instant présent / GitHub

Back Story

Me and Joss started off with this grand idea of having a game with multiple levels and with multiple characters with multiple maps that can simulate the mindset of different characters. But due to the fact, we are limited by time, we weren't able to add all the features that we want to add. After multiple iterations after every development period, we are left with a game that is a shadow of what we thought it would be.

Here's some of the design sketches we have done :


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The Thoughts

In the beginning, we wanted to create several types of emotions, with several types of behavior, and multiple appearances to represent the chaos of the human mind. But in three hours, we could only create the good... and the bad.

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 Several Levels

Ambitious and courageous, we wanted to create a succession of levels based on the personalities of our favorite characters. This would have created a controllable difficulty and a constantly renewed challenge.

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Planned Structure

Of course, with enough time at our disposal, our aim was to create a game full of animation and life, with a score for each level and a menu for navigating between levels.


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Procedural Animations

We've done it!

But...

"... I can create one character every 5 minutes!" - Joss

Spoiler : No.

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