The game is 2D shoot ’em up genre game for PC. Where player pilot space knight’s spaceship in demonic realm on mission to doom those demons which were responsible for causing chaos and destruction in living realms kingdom’s in latest demonic invasion attempt.
Game’s main mechanic is simple. Gain as much points as possible by shooting demons, by collecting green orbs they drop and by avoiding dying. Gained score will be reviewed in the end of level.
The game’s artistict style blends together painting background style and pixel characters. Themes are knighthood, darkness and demons.
The game has six levels. Two of them has challening boss fight. There is six basic enemy types and seven different variations from them to encounter.
Small game, big challenger
This game project was chosen by team because it challenged everyone in the team to do something different and it was quite manageable by it’s work load. Many good ideas had to be cut from the project due to lack of time to do them. So much more could have been done for this kind of game. The game would need more polishing and content before it could be on markets. But it’s concept is totally playable right now on it’s current state.
We hope that we gave something new for this +30 year old game genre with this game. 🙂
Nothings sucks quite like someone busting your party, scaring off your friends, and forcing you to flee to the forest. But then again, in such a situation arises the chance to be a hero, no matter how small you feel! In Actias Luna, despite you’re but a little moth, you have a chance to be that hero. Your task is to find and save your friends that were scared off by fungal monsters, and get out of the forest. Be fast and clever, and jump to your heart’s content! The adventure in the forest is just beginning.
Marko Halin: Coding (platforms, enemy AI, sound implementation, etc ) Johannes Isoaho: Coding (physics, camera, movement, level implementation, etc) Iida Kontkanen: UI design, character designs + animations, level design, background objects Sampo Jumisko: Background art, platform designs, particle effects Markus Mittilä: Game music Mikael Vanninen: SFX, game music
ABOUT ACTIAS LUNA
Actias Luna is a game where your task is to find as many friends as possible and escape through the monster ridden forest with them. You’re but a moth, so punching doesn’t help here! You need to be quick and clever, and get past the monsters by using your ability to jump and grow flowers. Each level introduces new challenges for the player, and has some small exploration elements.
The game itself features altogether 7 levels, original music and SFX, as well as original art-work, level design, animations and coding by our team. The game was made with Unity, and all the art was made using Photoshop, with animations being frame-by-frame and background and background assets being digital paintings. Coding was done with C#, and Sourcetree was our go-to to keep everyone up-to-date on the project.
CONTROLS: WASD – move Spacebar – Jump Interaction is done through walking the player sprite to an item
Our game’s development process started off very differently, and we ended up going through several different ideas and iterations before we decided to finally do a 2D platformer.
Our ideas in the beginning included a simple RPG (too complex), a puzzle (which took too long to design ) and several others, but finally we ended up with our final iteration. Our team eventually chose to create a simple one player 2D platformer that takes after, for example, Mario, Hollow Knight and Ori and the Blind Forest.
After having reality slapped to our face a few times, we got to work and started creating Actias Luna. It was a long and arduous process, but through a very harsh crunch and constant communication, we managed to get done what constituted as an actual game, with 6 levels, mechanics, and no game-breaking bugs (as far as we knew ).
After the final presentation and a playtest we arranged, our game has gone through quite a bit of development based on the feedback we got. We added more foreground and background objects, updated the controls, camera and menus, and also added one additional level. Our future plans for the game include an Itch.io release and maybe fixing some bugs if (when) any more of them crop up.
Leevi Vaikkola: Graphics, map design
Jaakko Panula: Game mechanics, programming
Vili Räisänen: Game mechanics, programming
Viivi Viro: Graphics, character design
Andreas von Stosch: Music and sound effects
In this 2-4 player local party game it’s you against the other players. Play as a raccoon navigating through different maze like levels, pick up power-ups and outplay your opponents to win.
At the moment there are 3 different maps with different kinds of map hazards and power-ups. Hazards include spike traps, water to slow you down, oil that slows down and also starts burning if you shoot it.
The power-ups have two categories; movement and damage.
The movement power-ups upon picked up either the ability to jump over walls or to dash fast into the chosen direction.
Damaging power-ups give either a fireball ability that goes straight line and causes a large explosion or arcane missile that has a smaller radius but it seeks enemies.
Captain Flat Earth Tsuit-Tsait Games’ Captain Flat Earth is a simple 2D platforming game with a unique idea taking inspiration from the flat earth society’s theories. In the game, you play as a scientist, who is visited by a “god” of the said society. He receives a magical shield, which he uses to block “madness and false
In the game you solve short puzzles while collecting evidence to prove the Flat Earth theory right. You visit both sides of the Earth, finding magical creatures and causing havoc.
The game features 3 levels and was made with Unity. Assets are vector graphics and made to look like flat, almost paper-like. Game features short cut-scenes to help understand the story. Some features include double jump, wall-jump and moving platforms. The plan is to add voice acting and continue working on the mechanics.
A mage casts a dark ritual to gain power. A chaos demon granted him power but the mage must also spread chaos and take over the land and so the tale of Necrox begins. The classic mage elements are now stronger but there is also the power of chaos which allows the mage to summon skeletons to unleash powerful attacks.
We created the game Necrox. It is a single player match 3 game with RPG elements. The game was primarily built for Android devices but it also works on Apple iOS devices. The game was created inside of Unity. The project was kept on a private repository on Github. Github Desktop and Gitkraken were used along with the repository. The code was written using Visual Studio and Visual Studio Code. Most of the art and animations were created using Adobe Photoshop.
Team members Anthony Vanoostendorp: Technical Artist Sami Sipari: Main Programmer Nikolai Jonasson: Main Artist Pauli Ondruska: Main Sound Designer Tommi Pitkänen: Artist
The game is divided in two sections: the top section, where the combat between the main character and an enemy takes place and then the bottom half, where the match 3 game takes place. The player has to match tiles which activate the main character’s magic with different effects and the enemies attack at different intervals.
We completed our main goal, which was to create a complete game that can be further improved upon. Currently there are 15 levels that the player can complete. Each level has an enemy with its own set of combat base stats. There are 4 different types of tiles to try to get matches of 3 or more. The most common tiles are fire, which do damage to the enemy. Water and earth tiles are the next most common. Water heals the character and earth gives a stackable defense against the next enemy attack. Last are the chaos tiles which are harder to get because they are the least frequent but deal more damage than fire tiles.
The Game will be available on Google Play store but get the beta version here!
Mika Yli-Pentti: Level Designer, Programmer Severi Jokiperä: Main Programmer Julia Lammi: Main Artist Miko Husari: Character Designer Akseli Takanen: Audio Designer
You find a castle that has fell into ruins in an unknown land. Use your wits and guts, spells and potions to discover the missing piece of your magical sword in this platforming-fighting game.
Jump and swing your sword to destroy the enemies. Dash in 8 different directions for bigger jumps and quick attacks. Cast spells to infuse your sword with fire, ice and lightning, which all have their own effects. Spells and potions can be bought from the Shopkeeper, if you’re able to find him.
The game is made for Xbox 360 controller and keyboard.
The whole idea began with the concept of collecting sword pieces in stages that took place in different settings. Your sword and its range would grow, but also add weight with every piece. We decided to take this function out early on, since no player would be happy with the gameplay becoming slower.
We also realized that making several stages would take a lot more time than we had anticipated, so we concentrated on making one, good stage with functioning mechanics.
Making the player movement probably took most of the time in the development, since it has to be spot on for this kind of game to work. After many iterations and months of work, we are satisfied with it.
After the movement was working, we could finally start to concentrate on level design and making the enemies.
This was a huge learning experience for all of us, since we used a lot of Unity’s new features we hadn’t tried before. Artists had to learn to use Unity’s 2D animations, level designer learned to use Sprite Shape, and the main programmer had to learn the best way to add sounds and how to make a great UI.
We kept working until the last minute, making sure no bugs were left behind and the game would work as a whole.
Hardest part of making the game was to come up with the name. We wanted the name to have “knife” or “sword” or something. The working title, “Very Dark Broken Sword Growing In Length”, or shortly “Growing Sword”, wasn’t the best name. All the cool titles with sword were taken, so we hunted synonyms of sword for several hours.
The project was fun to make, and we all learned a lot of new skills. There were no falling outs, and we are satisfied with the end results. And even though there was a setback here and there, and some other courses taking concentration away from the game’s development (Fan dig svenska!), we were able to finish everything on time.
Teemu Niskanen – Team Leader and Artist
Sini Lehtovirta – Artist
Teijo Lukkarinen – Programmer
Joni Koskinen – Programmer
Pauli Ondruska – Audio
About the Game
Helium Trip is a vertical auto-scrolling arcade mobile game developed for Android smartphones. You control a small and adorable ball animal named Chubbs, who dreams of viewing the stars close-up in the distant sky. Chubbs is able to elevate upward by inhaling helium all the while trying to avoid dangerous hazards such as thunder clouds and meteorites. Chubbs is able to move by blowing helium, which the player controls by swiping and tapping. But remember to pick up those helium bottles along the way, otherwise Chubbs will run out of helium and fall back to Earth.
The key decision that our team stuck to from day one was to limit the scope of the game. We wanted to create a game that’s fully playable and feels like a small complete game by the end of the December deadline. And it’s enjoyable to see this being achieved.
Our very first idea was to create a small platformer game, where the levels would consist of bouncing balls that were used as platforms to reach the end goal. We quickly realised there were too many challenges with this idea, so we decided to keep the cute and bouncy feel for the game, but adopt a completely new mechanic.
Helium Trip’s controls and mechanics are inspired from the level “Through the Poison Swamp” from Super Mario Galaxy. Adopting this simple mechanic to our game was troublesome first. The controls and play area needed a lot of adjusting throughout the project, but we believe it is now balanced to an enjoyable level.
We decided to make the game an endless runner type of game instead of level based, purely for the replayability factor. Creating several dozens of unique levels would’ve been way too time consuming, so we decided to have one level which would randomize the hazards along the way. The game won’t fully randomize each and every hazard, instead it will randomize big chunks of the level, which were designed and playtested from scratch.
All in all, this was a great project to learn teamwork and to get a better understanding of the hurdles game development faces. We will take these experiences and try to create a more complex and intuitive game in spring.
Manuel Gabarron – Lead artist, the hero we need but don’t deserve
Justin Granger – Lead programmer, and damn good at it
Mitja Immonen – Programmer, Unity guy & sound designer
Elli Leppänen – Artist, level designer
Sam Payne – Artist, character designer
Splash is a casual arena shooter centered on couch co-op. Currently in the game it has up to four person co-op, with one map, and four distinct guns. It is currently possible to be played against time, with max kill count or in endless mode.
Our original idea was to make a lan style shooter. We were quickly told though that it would become a beast if we didn’t immediately change scope. With that information we ended our sights on a couch co op game with a unique theme of water guns.
The game is already fully playable and people seem to enjoy playing it even longer periods of time. In-game pickups and switchable weapons make the game more interesting and engaging.
After our brainstorming, and quick refocus, we took our idea to the drawing board. Coming up with map layouts and art boards. We spared no time in getting to work and with our three artists we set a person on the character, another on the environment, and our final artist on the guns and drops. As for the programmers we started creating the game control to make it as fluid as possible and the second on our particles and lighting as they would both be important to get the proper feel for the player.
As we progressed through the semester our team kept up a fluid pace communicating and passing work between us. There are still some optimization and improvements to do and we will be working on them after this semester.
Plans for the future
We still want to improve our game and see how far we can take it. One of our last improvements is a complete rework of the menu, we discussed several ideas and ended up with a new unity scene that shows a cafe where the avatars will appear as the players join the match by pressing start, and the avatars are animated!
In the end we all were very happy with the outcome and proudly present splash!
Fur Will Fly is a 2-player jousting party game for PC. You’ll both take control of your own rat knights riding their loyal foxes, as you try to knock the other player from their mount. The game is a best-of-five, so the first player to hit 3 wins is the champion! The game is played with two controllers.
Originally our team had three different ideas to choose from (a platformer focused on stealth, asymmetric competitive multiplayer and jousting party game), which all were equally loved within the team. After thinking about the scale of the projects and the time we had for the course, we decided to start developing the jousting party game, now known as Fur Will Fly. Miska offered to be the team leader, writing documents and such, while Juri was titled as the creative director, as he had the best vision of the project.
The development started right after the decision. The first week was used to write the Project Plan and Game Design Document, get some movement into the game and plan out art style and characters. While the decision to go with rat and fox came almost naturally with all the concept art lying around, the armour took some time to have its finalized concept.
The following weeks the programmers worked on getting the split screen and movement working as well as possible, while art team worked hard on characters, environments and animations. After a while of trying, we realized that the movement wasn’t working as well as we hoped and Antonio decided to redo the whole movement in the game, right before a presentation. Everything went well and the game felt smoother after that point.
Final weeks of the development was focused on getting the art assets into the game and doing some changes for the lance movement.
The biggest failure in the project was failing to meet the design of having a physics-based game like the inspirations we had (e.g. Gang Beasts). The wonky physics are easy to create, but to make them look and feel good is a really hard thing to do. Communication was also a bit off, making some decisions and coordination harder. The project would’ve needed more time and polishing to get even close to our vision. We also didn’t learn all necessary skills until the final weeks of the project, so Google and “trial and error” were one of the main solutions in this project.
All in all, the project was a great learning experience and a fun way to spend the Spring in Games Academy. Working in 3D was more challenging, but also freer to work in. Though it made some things way more difficult with the 3rd dimension, it allowed to do all kinds of things we couldn’t do in 2D. Though I like working with 2D, this project was definitely a breath of fresh air. We are proud of this project and will probably publish an update in near future, to add few things that we didn’t get in.
Kimmo Heinonen: Project Lead, 3D Artist
Jerri Ahonen: Lead Programmer
Suvi Kemppainen: Programmer, Sound Designer
Piritta Vaarala: Lead Artist, UI Designer
Kalle Vikström: 3D Artist, Effect Designer
In an Eggshell
Space Hen Hassle is a multiplayer party game for two to four players. The goal of the game is simple – collect the most chickens within minute-long rounds and emerge as the winner by the end of them, but don’t forget to cause a little mayhem by sabotaging your opponents’ game!
In Space Hen Hassle you play as tiny astronauts on a space farm. The core mechanics are picking up chickens and throwing them either at your opponents in order to stun them or into a wandering chicken collector that will keep them safe. But everything comes with a risk – the player with the most chickens is sure to attract the attention of their opponents, a missed throw equals a lost point and aiming for the chicken collector costs precious time.
Space Hen Hassle is easily approachable, entertaining and a completely non-violent party game for PC and it’s playable with Xbox controllers.
In the very beginning of the project the game idea and scope were completely different as we planned a more or less story-driven exploration game starring a child lost on the moon, annoying space chickens you could throw to break items and a quest to build a spaceship. After scrapping the first idea we turned our course towards party games and kept the baby astronauts and space chickens. Eventually we settled for what resembled a mixture of Bomberman and the chicken throwing mechanic from Zelda games.
With a party game at our hands we needed to concentrate on what would make the game fun to play and would keep the players engaged, and so we concentrated on making the mechanic as simple as possible but with a twist, which in this case is risking your own chicken count to try and drop the opponents out of the game. For that reason the movement and throw mechanics had to be perfected and took the most fine-tuning out of all aspects in the game. On the other hand, to keep the actual gameplay fun we needed to make sure that the end goal – most chickens out of all players – is present at all times, which meant we had to work hard on the balance.
Over time the project changed directions more than once – initial low poly look was exchanged for a soft cartoon-y look, realistic environment went through a neon dye and mechanics were changed to fit the gameplay – but each change tied the project better together into a solid entity. By the end of the actual project timetable we had made a product that we were already really satisfied with. However, after winning both first place and audience’s choice in Finland’s first student game development competition Bit1 ( link ), we are now determined to keep working on the game further to perfect it for its launch.
For now, you can visit the game’s website by clicking the link below!