Laser Dodge Hodgepodge

A 3D laser-dodging speedrun platformer made in 3 hours!

Avoid the pink lasers and make your way to the end! Compete for the best time!

Controls

WASD / ZQSD / IJKL / Arrow KeysMovement
RRestart Game
EscapeClose Game on Windows
F11Toggle Fullscreen on Windows

Development

This game was made in 3 hours for Trijam 71 with the theme Lasers.

I also followed the optional Trijam 71 extra challenges:

  1. Share the source code of your project;
  2. Make a game to speed run;
  3. Make a 3D game.

The game was developed with Unity 2019.

All assets were made in this 3 hours, including all code, art, sound, music, and design.

I had wanted to do more with the Lasers theme, and coded out a LineRenderer / RayCasting script to try to make more Laser-y lasers that extended out infinitely until dynamically blocked by a wall, and involve moving lasers, possibly even laser enemies, but my RayCasting laser didn't work correctly so I cut my losses and made a very simple cylinder / physical "laser" alternative to make the game still actually playable within the time-frame. The idea was to weave through lasers like a spy movie but obviously due to time limitations and the consequential simplicity that idea doesn't get across superbly well in the final product.

I wanted to follow this Unity 3D tutorial by Jonas Tyroller, as I wanted to recommend it to newcomers to game development, but I don't feel right ever recommending a video I haven't watched, tutorial I haven't followed, book I haven't read, etc. So this project was really just my excuse to follow the tutorial to say that I had and can confidently recommend it to others.

Download

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Click download now to get access to the following files:

LaserDodgeHodgepodge_Windows_v100.zip 32 MB
LaserDodgeHodgepodge_Source_v100.zip 291 MB

Comments

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(+1)

A awesome effort for 3 hours :) A classic concept with a clear visual obstacle.

If there is one criticism that fits that time is that thing is that the camera is static, i feel either the level should have been completely strait or you should be able to rotate the camera, as the limited view when going sideways became the more difficult part of the game.

(+1)

The intent was for that to be the more difficult part of the game (and otherwise the game came out feeling too easy to me), but yeah it's not super fun. I haven't done very much work in 3D and just wanted to re-acquaint myself with both 3D and Unity in a quick 3 hour spurt.

(+1)

Very cool! I like the trippy Post-Processing on the camera. It makes lateral movements difficult because of the fish-eye distortion. The "wasted" screen made me laugh.  I made it all the way to the green wall in about 2:30, but it took many, many tries.

Hehe

Yeah my favorite part was the death screen

(+1)

Cool game, did you use jonas tyrollers tutorial

Yes I did haha ðŸ˜‚

I haven't really used Unity in a long time so I thought it would be good to do a short tutorial for a base. Turns out I didn't really need it, everything came pretty easily and I didn't end up using any of the code / most of the practices from the tutorial, opting for my own (he calls GetComponent every frame in the tutorial which even I know is a horrendous idea), BUT I did definitely steal the nice-looking striped ball concept haha! Jonas makes much prettier games than I; I have terrible sense, skill, and ideas when it comes to art and visuals.

I had skimmed through that tutorial when it came out as it seemed good, and it was the main Unity tutorial I pointed people to learn. It was good to properly go through it and mostly follow along just so that I can further verify that's it's a well-done tutorial and can continue to recommend it to my friends in good conscious.

(+1)

Nice, abstract and well done, espc. for 3 hours ! ;)

(1 edit)

Thank you so much!