This is a local multiplayer game inspired by the phrase "Hot Potato". In the game, players need to control their characters to move, release the skill to dizzy others and pass the potato. When the timer count to 0, the player holding potato will explode.

---

Control instruction:

WASD keys / SPACE to attack / Q to leave or quit

Arrow keys / ENTER to attack / M to leave or quit

Controller Joystick / Button A to attack / B to leave or quit

Maximum support 4 players play at the same time.

---

This is the final project for 2022 Fall - Intro to Game Dev course.

GitHub link: https://github.com/bowencraft/PotatoRun

---

Copyright Information:

All other art assets and codes are made by myself.

---

Acknowledgments

The class is over! Thanks to the instructor Darwin, and the teaching assistant, Camren, for supporting me with code and ideas, and always responding quickly.

Also thanks to all of my friends: Nicole, Bowen J., Lucy, and others, for playtesting and providing lots of substantial advice.

Enjoy this game!

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorbowenwang0620
GenreFighting
Made withGameMaker
TagsLocal multiplayer, potato
Average sessionA few minutes
InputsKeyboard, Gamepad (any)
MultiplayerLocal multiplayer
Player count1 - 4

Comments

Log in with itch.io to leave a comment.

The final project is finally over! This final project had a longer period than several previous elaboration projects, so I had more time to finish a slightly larger thing. I really liked the game mechanics of my project, it was simple and effective at the same time; in addition, because it was a game where players fought each other, it was highly replayable and could generate a lot of fun. In terms of development, this project was definitely a practical exercise of what I learned throughout the semester. I felt happy using most of the basic GameMaker content in this project, and I also experimented with rendering modes, color channels, and other things that change the graphics to create masks, filters, etc. Most of the graphics in the game were done manually with draw and draw_gui, and using these two functions allowed for more control over the drawing. I refactored the code once during the process of going from prototype to full game. These made the code much clearer and more efficient. The player join and character selection pages were also added during the refactoring process. The new code is now modular and can easily be moved to other games. Overall, this project was the perfect ending to the end of project with gamemaker studio. Although I did it all by myself, the game's graphics were effectively increased with the help of some tools and assets. Some juicy parts need to be improved: although there are already screen vibrations and particle effects now, I want to make it feel better in the future. Overall, I'm satisfied with this project and I'm looking forward to next semester's intermediate game dev course.