An endless runner, which follows themes of grief and depression in a young boy, who lost his family in a car crash. The game takes place in the kid's dream while he is in a coma.

Gameplay Video

Overview

The game is owned by Super Unlimited Inc. I worked on this game as the Lead Gameplay Programmer, and Designer. This was a professional project I undertook, where my job was to take over where the artists had left off, and code the gameplay. While working as the developer, I also had the opportunity to implement different design decisions.

The follows the story of a little kid, who lost his parents in a car-crash, and got severely injured himself as well.  The gameplay takes place inside his mind as a dream, where he goes through his now personified inner traumas. The art of the game shows different themes of death and grief. The environment also shows elements from his real life, like the car he was in when the crash happened, a hospital bed, a van, etc.

The game is still constantly receiving updates.

Process (How it all came together)

After receiving the game assets, and an animated video for how the game should look like, I quickly started prototyping the basic mechanics. All the new mechanics and updates I worked on, I immediately sent it to my contact from the studio. Receiving feedback, I made the necessary  changes as soon as I could.

As the core mechanics started coming together with hours and hours of play-testing to make it 'feel' right, I started working on the secondary game loop, which were the power-ups and environment interactions. This is where I had the most fun. I made coin groups, did obstacle placing, developed and designed a few power-ups, set the scoring, made an in game store, menu, etc.

For the tertiary gameplay, I had to come up with a mission system. This proved to be the most difficult task. It took me several weeks to come up with a robust, modular mission system, which used the Unity Scriptable Object approach. Once I was done with developing the mission system, I had created a tool which was user friendly, where you can define missions with much ease. The tool gives you access to making any kind of a mission, using just dropdown menus, bools and integer values.

As I came to finishing my role in the game, I had developed a map generation tool as well, which controlled a lot of parameters, which defined probablity, spacing, scale and order of not only enviornment objects, but obstacles, power-ups and coins as well.  

My work ended, after implementing all the gameplay, and other core systems like store, missions, tutorials, UI, etc. After I was done, the game went through a few more developers who worked on implementing advertisements, bug fixing and making new updates.

Map Genarator. It accepts an array of prefabs to spawn and destroy in runtime

This is how one mission looks like. I developed a tool, where the user will have absolute control for the kind of mission they want to make.

The different missions of the game

Mission Menu, in game

This game was made along with the team at Super Unlimited Inc.