Running late! You are a hungry mouth and you will be late. You have to eat enough foods and go through all the doors to get your bag. Watch out for toxic chemical reagents and your cat!

There are 4 levels and you have to get more than 140 scores before you touch the bag(or you will still die for hungry). You will need the key to unlock the door for the next level. 

Try to eat more foods!! 






Devlog 

- Successes 

Almost everything went well. There are the successful moments during the development:

  • Made an interesting mouth animation. I used the two mouth drawings to make a fun animation and I like this interesting character. And I can change the speed of chewing.
  • Use Prefabs to gain efficiency. It significantly speed up my development.
  • Use logical operators(&&) to generate different endings. When the player touch the blue bag, it gives you different ending depending on different scores you get.
  • Adjusted the parameters of the particle system and achieved the desired effect.

- Setbacks

  • the mess of the GUI position. Sometimes the position of the buttons and texts change after building.
  •  "SCORE" text display problems. How to display player's score on the Winning or Game Over Scene?

- Lessons Learned

  • Adjust the UI anchor point.
  • Name the asset carefully, otherwise it will be troublesome in usage and management.

- Next Steps 

  • Add a timer to the game.
  • Return door.
  • Standardize all UI elements.
  • Learn how to display player's score in the Winning or Game over Scene.
  • Attack system and multiple lives.

Download

Download
runningLates.zip 22 MB
Download
RunningLate_Windows.zip 23 MB

Comments

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I love the particle effect on poisons and doors that some animations give the player visual interaction and engagement while playing. I like the mouse animation in idle state and active state. the mouse keeps moving in idle, I thought, represents saliva active moment?! XD lol while the player consciously unconsciously figuring out which food and direction to get. then the mouse turns into an open state dashing towards food, feeling like saying "I NEED THAT FOOD!" I like how you set up the obstacles on the player's way to food that naturally give the player a feeling of accomplishment