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About:

Platform: Windows

Engine: Unity

Language: C#

Team Size: 5

Roles: Programmer, Designer

Place: First Place

To request access to the game, please contact me through

the email below, or through the Contact Page

Pandora's Christmas Surprise 

Game Jam

(C#, Unity)

FeaturesThree rooms full of monsters to clear within the time frame. The monsters follow you around the room, and if you're not careful you can damage the furniture. Between rooms, or after clearing all three rooms the player is prompted to fix the furniture in the remaining time so that her parents won't find out that she opened her Christmas present a night early.

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Pandora (the player character), has a short ranged mele attack where she swings her bear around, however she can also pick up toys ornaments and other items stroon around the room as one time throwable ranged weapons.

The IdeaThe theme of the jam was "surprise", and the mood of the jam was Christmas since it was for a Christmas charity event. We connected the themes through the story element:

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Inspired by the Myth of Pandora. A young girl named Pandora (just a coincidence) sneaks down to the living room to open her Christmas presents a night early. Unbeknownst to her one of her gifts was  THE Pandora's  box from myth which when opened unleashed the evil globloms onto her house. She must kill them all before her parents wake up so they don't find out she tried to open her presents early.

Our RollsWe had one dedicated artist, one friend who offered to make us some custom music and audio, and three programmers. I was one of the three programmers, we split the work very electively, all working on parts of almost every system. However I in particular worked on implementing an AI pathing system (which I had never done before).

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Apart from that, we shared the design decisions. However I came up with the idea of having the monsters of varying sizes and stats as a quick way to add some variety, as well as being the person in charge of doing the level design in terms of how many monsters and the over all difficulty. The goal with the difficulty was to get it to the point where it was hard to almost impossible at first, but after trying a few times it would become do-able or easy, since we only had three rooms which were always the same, it was a way to add some replay-ability to our small game.

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