Wake up in a hotel of horrors. One job: get out alive. Find the key, find the exit, and don't look back. Made in 7 days for Brackey's 2024 Game Jam.
Wake up in a hotel of horrors. One job: get out alive. Find the key, find the exit, and don't look back. Made in 7 days for Brackey's 2024 Game Jam.
• Unity / C#, made in 7 days for Brackey's 2024 Game Jam
• Programmer — inventory, crafting, player controller
• Designer — the puzzle layer that gates the escape
• Artist — player animation, post-processing for the horror mood
• Unity / C#, made in 7 days for Brackey's 2024 Game Jam
• Programmer — inventory, crafting, player controller
• Designer — the puzzle layer that gates the escape
• Artist — player animation, post-processing for the horror mood
Status — Released
Type — Game Jam
Duration — 1 week
Stack — Unity (C#), GitHub
Role — Engineer, designer, artist
Status — Released
Type — Game Jam
Duration — 1 week
Stack — Unity (C#), GitHub
Role — Engineer, designer, artist
You can pick up, store, and use the things you find. The inventory ties directly into the puzzle layer. You can craft the items to unlock new tools and potentially a key to the escape.
You can pick up, store, and use the things you find. The inventory ties directly into the puzzle layer. You can craft the items to unlock new tools and potentially a key to the escape.
I designed and implemented the crafting system of the game in 2 days. Used Unity's Scriptable Object to create recipes that can be easily added and modified in the editor.
I designed and implemented the crafting system of the game in 2 days. Used Unity's Scriptable Object to create recipes that can be easily added and modified in the editor.
Designed and animated the player character. Tuned the controller and the surrounding physics so movement reads as responsive but afraid. Bloom, color grading, and ambient occlusion through Unity's Post-Processing Stack to push the atmosphere closer to the horror ambience that we wanted.
Designed and animated the player character. Tuned the controller and the surrounding physics so movement reads as responsive but afraid. Bloom, color grading, and ambient occlusion through Unity's Post-Processing Stack to push the atmosphere closer to the horror ambience that we wanted.