Smash garbage in this fast-paced, action-packed beat-em-up. Try to achieve the highest score you can by sucking broken garbage through the center tube! Take advantage of special boxes to increase your multiplier and see how high your score can get before time runs out!

Fast-Paced Garbage Collection Game

In this trash collection arcade game, play as a garbage man whose objective is to beat up trash in a room and suck it through the tube in the center for points.

This game was made during the Pompoes Trash Game Jam which was a 10 Day Long game jam where I and a team of 3 others worked together to make a game that fit the theme of Pompoes Trash. My role in this game jam was Game Development and Audio Design as well as Project Management and ensuring our team finished the game before the deadline.

During this jam I was responsible for:

Audio:

  • Using Wwise to implement sound effects and music into the game.

  • Composing and Mixing a unique and interesting soundtrack to match the pace and theme of the game.

  • Creating juicy sound effects for character swing and hit noises, as well as for destruction noises for boxes and debris.

  • Recording Announcer Voice Lines as Feedback for the player doing well.

Screenshot of this game’s main track, in Ableton 10

Gameplay with Only SFX (No Music)

Gameplay With Music and SFX!

For the Announcer Voice Lines I Just Recorded Myself in Ableton and Put lots of Effects on to change how I sounded, Take a Listen!


Art / UI:

  • Creating a polished and juicy user interface to easily tell the player their score, multiplier, and how much time was remaining in the game.

  • Creating the Background, Stage, and Props that would be instantiated into the room.

Screenshot of the Background Created for the Game

Coding:

  • Implementing the Wwise functions into the code of the game.

  • Syncing the bpm of the track to Camera Shake.

  • Implementing Art animations into Unity’s 2D Art Animator.

  • Coding Prop Destruction and Breaking

The Props are made destructible by having one large sprite, and separate smaller versions of that sprite. When the larger sprite takes enough damage we instantiate a bunch of the smaller ones and send them flying EVERYWHERE!

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