GA Autumn 2022 – The Floral Descent

Game by Sofa People

Grab your trusty shovel and prepare for pain! You are a young promising botanist with a passion for plants and a curiosity for the unknown. A plant worshipping cult has been doing suspicious activities in an abandoned wine cellar and you have decided to investigate. To your horror, you find mutated cultists that have turned into dangerous plant based beasts! So take your descent into the old wine cellar and smash every cultist or plant monster you can find, the fate of humanity is in your soil covered hands….

Game Idea

We wanted to make a Gauntlet-like game, with more fast paced combat including a dodge roll and lots of juicy effects. We wanted the theme to be Lovecraftian, and we thought about doing something post-apocalyptic or alien related, but eventually settled into a theme of a cult that turns people into mutated plant monsters. Our original plan was to have the main character be an old man, but later decided to have him be young and attractive. We also wanted to do a boss fight originally, but eventually decided against is because of scope issues, and instead focused on the core gameplay.

Development

After we had decided on the basic idea and theme, we started working on the basic mechanics and pixel art for the background and the character, as well as implementing the first enemy designs. Our workflow mainly consisted of quick bursts of progress, when lots of stuff was implemented in a short period of time.

The artists were consistently working on new art assets and animations, while our main programmer was working hard on implementing all the things. We also had a couple jam sessions, one of which was in person a few days before the final presentations which is when we implemented lots of things like the score system, treasure, power ups, online leaderboard etc. The team was also working very hard the night before the presentations, polishing the game and making more levels.

Overall the whole team was very passionate about the project and wanted to make something fun and over the top with epic animations and effects and an amazing game feel.

Download it HERE

Juicy game feel!

Team

Onni Lahti: Lead Programmer

Rama Hannula: VFX, SFX, Programming, Animation

Axel Kulomaa: Environments, Props, Level Design

Eemeli Mäntylä: Character Design, Animation

Umut Soydan: Illustrations, Art Directing, Animation

GA Autumn 2022 – Blorbo the Cat

Blorbo is all about speed. Inspired by classic bomberman, blow and seek a way through forests and caves, take down creepy ghosts and all while moving as fast as you can!

The game project was created by our lovely team Bluescreen:

Jaeryeong Choe – Artist

Hannes Karttunen – Artist

Eetu Vartiainen – Artist 

Teemu Herrala – Programmer

Jesse Vuorela – Programmer

Inka Harilainen – Programmer 

Say hi to Blorbo and download the game here!

>>>>>>>>>>Go to Itch.io <<<<<<<<<<

Before we even started actual development inside Unity, we set rough but simple goals for our gameplay loop – originally leaning towards more of a point system with speedy completion acting as a multiplier. This was scrapped reasonably early into the process, as we decided simplifying the score to just be the time itself. After that change, we started building around that core identity.

Development progress for the game was a combination of slower periods followed by crunch pre-presentations and especially closer to the deadline. However, overall the pace was steady.

Early development

The overall visual style of the game came together fairly quickly, and most of the development time was spent polishing how everything felt and fit together, making sure to have good visual clarity and readability. With a consensus on a simple palette and low resolution pixel art, the team set off to build the game.

We had some rough ideas for a really simple narrative to base the game off of, but in the end we mostly used that for ideation, with none of the story ending up in the game itself due to a want to focus on polishing the actual gameplay.

Arguably the game came together pretty well. There’s a working gameplay loop, which encourages replayability to shave off those few extra seconds to beat your own times. We’re happy with our progress, especially since most of the team had no experience in game development before!

We’re looking forward to continuing with our team on the upcoming 3D-projects, and we hope to enjoy the process even with some stumbles!

GA Autumn 2022 – Fanpyr

IDEA

All the team members agreed on making a vampire-themed game that was originally planned to be more Castlevania-like, but what in the progress got less and less Castlevania-like and more US-like. 

We thought the main character would be a huge Dracula-fan trying to get an autograph from his biggest hero, having to overcome a wide variety of obstacles to be able to reach him. (Thus the name Fanpyr)

The basic idea is to get through Dracula’s castle using a bomb and a rope arrow to create platforms to get over obstacles and to get rid of nasty enemies.

Core mechanics of the game are walking, jumping, throwing bombs and using the rope arrow. 

Original moodboard for castle-levels


In the original idea, Dracula was supposed to be the end boss, but got scrapped due to lack of time. Instead, we created four castle-themed levels to get through by.
There’s only two types of enemies, spiders that descend from the ceiling, and some angrily scurrying rats. There were originally supposed to be more enemies such as wolves, skeletons and bats, but they got scrapped.
There were also supposed to be different themed levels like forest, sewer and dungeon, but as for now, all the levels are castle-themed. 

DEVELOPMENT PROGRESS


We got lots and lots of ideas that we all liked and seriously wanted to put in the game. 

We, however, realized pretty early on that we were maybe a bit too ambitious with all the ideas we had and it would take too much of a time to try to implement all of them in our game.
We ended up facing some major motivation issues and thus sadly got a bit behind other teams.
Many of the ideas had to be scrapped or downsized. 

Artists split the work and made some early concept art of the main character and some of the enemies.
Not all the enemies ended up in the game, due to lack of time.
The artists were a bit out of their comfort zone, as they were used to drawing cutesy stuff with pastel colors and rainbows, and now they were put into a situation where they had to aim for a darker style.

Concept art of enemies that later got scrapped
Concept art of enemies and main character that ended up in the game

The artist who was in charge of the main character’s design wanted the character to look like a basic fella, just a normal guy fanboying over Dracula.
Thus he’s seen wearing a casual sweatshirt-jeans-combo instead of any kind of armor etc.

Programmers also faced quite a few setbacks from reworking object placement to use tilemaps, and wasting time due to Unity issues. Some features were downsized a little far and probably warranted a closer look early on, but overall a lot was learned about working in Unity and using Github.

There are beautiful portraits of the developers in the castle

We faced a lot of problems and merge conflicts, but luckily got over all of them as a team. 

In the end, there’s still a lot we could improve about our game, but we made a nice and effective sprint to polish the game to be as good as it could get with such a limited amount of time. 

Team Ihamikävaa

⌨️ Programming:
Pasi Sundelin
Ville Lehdonkangas

🖌️ Art:
Oskari Ojala
Jonna Pentti

GA Autumn 2022 – Kauntlet

For this autumn seasons game project our team Secret Cyborgs chose Gauntlet as the inspiration for our game Kauntlet.  

Gauntlet is a dungeon-crawler arcade game, where the player has to navigate through a maze while shooting hordes of enemies and collecting treasure. 

We decided to keep the basic mechanics of the original game and remade it with our own theme of Kalevala and Finnish mythology. 

Development process

Our team started by doing some research on Kalevala to find inspiration for our game. For our player character we decided to make “Väinämöinen” who is one of the central characters in Kalevala. For our enemies we decided to make goblins as well as “Louhi”, who is a villain in Kalevala. We wanted to make “Louhi” similar to the enemy in Gauntlet called “Death”, who deals a substantial amount of damage to the player.

 

After deciding on our theme for the game, the programmers started working on a prototype while the artists were working on figuring out the visual style for our game. For our first prototype we had character movement with some interactable objects, an enemy and a prototype of our main menu. 

After the prototype, we focused on getting the core mechanics in order. We then added different enemies, collectibles, traps and teleporters to the game. We also focused on adding small details to the game, such as some small animations for the collectibles to make the game feel more alive. 

Lastly we added some levels to the game.

Images

From the game:

Team:

Programmers:

Daniella Azouer
Jesse Rajala

Artists:

Maria Zapf
Jonna Lehtomaa

GA Autumn 2022 – Mänteater

Tired of living in a hyper capitalist hellscape?

Want to just DESTROY everything you come across?

Boy, do I got a deal for you!

Do YOU like punching things?

MÄNTEATER by TEAM 404 lets you do just that.  Based on the arcade classic “Rampage,” Mänteater lets you grab the controls of the titular Mänteater and wreak havoc on all polluting factories you can get your claws on. Eat your opponents, smash a spider-tank into pieces, collapse a building or two or twenty—how far can you go before you get overwhelmed?

Download the game at [itch.io]!

Mänteater title/menu screen.

Developing Mänteater

 “Mänteater” is a game by “Team 404” of Tampere University of Applied Sciences Games Academy Autumn 2022 season. Based on the classic arcade game Rampage (1986), the player takes control of the titular “Mänteater”, a giant man-eating anteater, and works to tear through the industrial area of a polluted city. 

 The team landed on Rampage as their base game early on. There were other strong contenders as well, such as Joust and Gauntlet, but as the team discussed their ideas for the game, Rampage emerged as the game each team member showed interest in. Thus, choosing Rampage as the game the project would be based around felt natural.  One of the artists suggested a playable anteater; anteaters are very unique animals, and you rarely see them in games. They also make a lot of sense, as they are naturally found destroying “buildings”, namely termite mounds. The anteater tongue would also be a fun, iconic feature. Sometimes good ideas take iteration, sometimes you land on inspiring ideas straight away, and Mänteater was in the latter category.

These buildings won’t stay upright for long…

Progress on the game was variable; we started out strong, struggled in the middle and then really found our stride after the second mid-season presentation, carrying the game into a strong completion.

Climb, punch, eat.

Building a game was a learning process for the whole team. Everyone learned a lot during the project—how to scope, how to version control, how to work as a team, not to mention all the individual learning everyone gained from their personal area of responsibility.

The value of good teamwork and communication was something we found greatly useful during the project.

Maybe the real Mänteater was the friends we made along the way.

Team 404

Programming: Eetu Hentunen, Jesse Leppä, Kristian Törmä
Art: Nika Toikka, Ronja Heimonen, SM Aho

GA Autumn 2022 – Surface Tension


Surface Tension


Team Rocket – Idea for the Game

Team Rocket was formed at the start of the autumn semester for the GA 2D game project course. For our project we chose the classic arcade action game, Frogger (1981).

Our objective was to take the core mechanics from the original game and reimagine them with a more cute and chill setting. The design goals that we settled on for the look and feel of our game were cutesy, casual and fun.

Here’s a sample of our inspirations from our pitch presentation

We wanted to keep these elements in the game:

  • Top-down viewing angle
  • Player dodges obstacles and enemies
  • Player has to get from one side of the screen to the other side

New elements we wanted to implement in the game:

  • Player starts as a tadpole and transforms into a frog
  • Calm and peaceful environment
  • Tadpole moves under the water and frog above the water


Frogger 1981

Frogger was developed by Konami and manufactured by Sega. The main object of the game is to move a series of frogs (the player) to their homes across the screen giving them points based on how fast they reach the goal and possible bonuses they pick up along the way.

The game starts with the player at the bottom of the screen. By dodging cars on a busy road and hopping on moving logs floating in a river, the player proceeds to the top of the level after which the level repeats, getting progressively more difficult.

Development Process of Surface Tension

The work of developing the game was split between five people (two programmers and three artists). Hand-drawn animations, environmental assets, UI elements, particle effects, music, and sfx were made by the art team, while the programmers focused on implementing mechanics like player movement, game object scripting, levelling system and menus.

There was plenty of overlap and shared credit in what team members worked on and everyone contributed level designs for the finished game.

The Final Product

Concept Art for the Player Character

Surface Tension is a 2D platformer where the player starts as a tadpole and by consuming a “power up” they transform into a frog and progress into the next level.

As a tadpole they make their way across the level under water, dodging enemies like pike that try to eat the tadpole.

As a frog the player makes their way across the level dodging obstacles and enemies like birds. The frog level is completed when the player makes their way to the “power up” and the player starts the cycle again as a tadpole.

By finishing all 10 levels the game is completed.

Images From Gameplay

Main Menu
Level 1 (Tadpole)
Level 2 (Frog)
Level 5 (Tadpole)
Level 4 (Frog)
Level 7 (Tadpole)
Level 8 (Frog)
Game Over Scene
Options Scene
Game Completed Scene (credits)

Download our game and try for yourself!


GA Autumn 2022 – Bombaman

Bombaman

Team Bombaman was created in the beginning of Autumn Semester for Project 1 course. For our game project we chose the arcade game; Bomberman.

The game’s idea is to kill the enemies with bombs, while getting help from power-ups and getting to the exit without dying (single-player) and in multiplayer to win you need to kill all other players (maximum of 4).

Our plan was to use the core mechanics of bomberman and add a twist or two to our version of the game. We added a local multiplayer to the game since everything is more fun with a friend. We had 2 ideas at first: witch themed one and penguin themed one. We put it to a vote in our discord channel. In the end we went with the penguin one.

Below are some concept art of the game:

Concept art of powerups!
(enemy that didn’t make it to the final game but looks cool.)
Concept art of enemies.
Concept art of player character.
Early concept art of game world and characters.
Explosions!
Multiplayer lobby
Powerups!
Kicking!

Design/development process

First the coders of the project started working on the single-player aspect of the game: getting movement, bombs, explosions and enemies to work. Then we started to work on local multiplayer side of the game, menus and other UI elements.

The artists produced rough animations and visuals of both ideas before choosing the penguin theme. We knew from the start how we wanted the main character to be like, and we had huge plans for scary enemies that run towards you or attack beneath you! In the end we didn’t have the time to implement it all.

Game dowload link: https://aceyyyy.itch.io/bombaman

GA Autumn 2022 – Team Remix

Idea 

At the start, the team decided to pick a platformer for our genre, and we chose Bubble Bobble as our inspiration. We decided to keep the single screen arena feel but ended up splitting the bubble mechanic to 2 different characters. The characters are split between combat and utility form where one can kill enemies and the other can create platforms to help traversal. 

Development Progress 

In the beginning the progress was slow as we had differences in opinion with the design and had to iterate it multiple times to reach a satisfactory result. After the design had been locked in, we started the development. With artists splitting their work between Characters, backgrounds, and platforms. Coders decided to work a feature at a time rather than a rigid split of responsibilities. 

Midway in the development we were clearly behind and had to reorganize our team management to help members coordinate their work. With more clear roles and improved development progress we were able to get in the missing animations and additional backgrounds. After the slump in the middle, we managed to implement all the planned features and most of the planned artwork in the game. 

The game came fully together late and as a result we had a massive jump in quality between the last feedback round and the final version of the game. But in the end, we made it. 

Download the game

Team 

Coders: 

Samu Pulli 

Lauri Kalliola 

Artists: 

Alina Leinonen  

Lauri Vahosalmi  

Nina Korkeamäki 

GA Autumn 2022 – Tempus Bob

GAME IDEA 

At the beginning of autumn we decided to create our own version of the classic arcade game Time Pilot. Originally the plan was to have 3 different levels set in different time periods, with a boss fight at the end of each one. By the end we ended up having one level with no boss fight, but a lot of other game ideas were fleshed out over time. 

Originally we didn’t have a very clear idea of how/if we were going to change the core gameplay. At a certain point in development we decided to change the feel of the game by adding changing difficulty based on how well the player is doing.  

The first thematic idea we came up with, and the only one we ended up implementing was the cyberpunk aesthetic. We decided on having a cityscape background almost right away. 

We wanted to keep the controls and enemies the same as the original game, and add new features on top of that. 

PROGRESS 

The selection process of which game to recreate started with combining all games and information/video in one discord channel, and through this channel each team member voted for the game they found most fitting to recreate. After we were done voting we had unanimously agreed on Time Pilot.  

We took our inspiration from Time Pilot, a 1982 arcade space shooter game. 

Proceeding to this step we’ve set up our first brainstorming session and gathered all ideas and content that we would like to see into a brainstorming chat on discord, we’ve set up weekly meetings and started working on the base mechanics of the game. Every week, we see the basic movement mechanic added, improved and optimized to our needs. On the arts department we started making the basic main ship, their bullets and then started adding enemy ships that just pass by. 

Lisätään kuva... 
Some (very) early concept art of the player and enemy ships. We originally intended on having multiple levels, but the idea was quickly scrapped. 

After our first meeting with Gareth, we were enlightened with good feedback and improvements needed for our game. We worked on adding enemy ship formations, followed color codes, added better UI, a scoring system that makes you feel more powerful and after the second meeting with Gareth we went even further with these elements such as saving high scores, difficulty optimization and more speed and power and satisfaction.  

Our weekly meetings helped each of us work on different aspects of the game without overlapping with each other’s work. As for the sound department, we were able to produce our own original menu music and some original self-made sound effects, some other sounds were taken from a free sound library website.  

The game gets pretty chaotic at max speeds with multiple enemy types and power ups. 

Finally, by the time all of these elements were combined, we were happy to announce the name of the game itself “Tempus Bob” named after our original forefather Tempius Bobius. We did not only connect to the game as our own creation, but we connected to the game as if it as our own child. Provided that the game brings joy to most players, we were happy to feel excitement when playing, we added an end screen with a teleportation animation which added the cherry on the cake, and the pepperoni on the pizza. 

We concluded our success by writing the report and bringing us to this sacred moment of the present where we all will remember this game as in the past, but the beginning of the future. 

TEAM 

Programmers: 

Niko Holopainen 

Joonas Järvinen 

Valtteri Kamppinen 

Artists: 

Joey Audi 

Aino Virtala 

Vuokko Lehtola 

GA Autumn 2022 – Boom Plague

Boom Plague

The idea of our game is a competitive multiplayer one on one rendition of Bomberman where players are pit against each other on round based skirmishes where the goal is to destroy the other player with bombs with the help of different power ups that are dropped by destructible blocks. There is also a skill based component in the ability to kick and push the bombs placed so players can try to catch each other off guard with a well timed push and explosion. Rounds are fast and power ups are plentiful so the game stays fun to play.

Progress of the project 

At first we were making a single player level based Bomberman game, but pretty soon we switched to multiplayer, mostly because we thought it would be more fun to play. At the start we focused on the base mechanics, such as player character, bomb and game stage functionality and art. At the midway point we started focusing on the flow and functionality of the game itself, such as scenes, managers for game states and rounds, UI, menus, audio and settings. We also refined and added to the mechanics such as the power ups and bomb kicking. Later on we focused on polishing the game, adding different UI elements, lots of small but impactful animations, more sounds and transitions for scenes and rounds.

Images

Link to game

Boom Plague by Vaeiski

Team members

Eino KammonenProgrammer
Tuomas AntikainenProgrammer
Ville NurmiArtist
Johanna SaukkonenArtist
Leevi OksanenArtist