G-Man (which was simply a condensed version of it's working title "Gravity Man") is a surreal first person physics based battler where the player runs around with a gun that can pick up and apply forces to other objects, and uses it to defeat trees, snowmen and eventually the moon in the battle for their diploma.
Being that the game had to be created in just two months I needed to make use of as much of unity's already existing systems as possible. Whilst making a conventional shooter would have been easier due how easy it is to fire off raycasts and detect collisions, unity makes it very easy to apply forces to objects, and a physics based method of attack would be far more unique.
G-Man teaches the player basic mechanics and then puts them up against increasingly difficult and chaotic challenges.
The player is taught the control basics and is then pit up against simple tree enemies with basic chase AI, then a controlled fight against the snowman. The final battle is a chaotic, action packed encounter that forces quick decision making.
Roles in development
- Chief Designer
- Sound Designer
G-Man uses basic first person controls combined with object manipulation in the form of item holding and throwing. Most of the game's unique feeling comes from how this ability is used against different enemy types, ie trees must be pushed into fire, the snowman must be baited towards an edge and then pushed off and stars must be collected and thrown at the moon.
This makes for more interesting and varied encounters and allows for some simple problem solving during encounters with new foes.