Explore the lab and discover its secrets...

WASD to Move

Space to Jump


WebGL build is playable, but not recommended. Directional audio isn't as smooth as the MacOS and Windows versions


Modifications:

- 7 New Levels. 3 are separate and the other 4 are part of one single "seamless" level, details below

- Particle Systems and Audio Galore

- 1 "New Enemy"

- Edited some scripts in order to allow instant level loading, new Instant Goal Object accompanied this


More Details:

I went all out on the three separate levels adding in little details and environmental storytelling. Because of this, I only had the time to repurpose an enemy for the "final boss." As for the script editing, I essentially wanted to have puzzle rooms where the camera was locked and didn't move with the player. This worked for single rooms but once the player entered the next room, I couldn't figure out how to get the camera to lerp to the next room (I probably could have repurposed the waypoint scripts but I added this feature an hour before the deadline so I didn't have time). So, I created an instant level load script that just called the level switcher script to load in the next level which is the next room, this leads to a pretty seamless effect when the player goes into one door and comes out another.


Credits:

Mike Kleinbriel


Assets Provided by Brian Winn and MSU ComSciArt


Sounds from Freesound:

Wind - ERH

Rain - RHumphries

Ambient Fan Sound - BugInTheSYS

Lab Bubble Ambient - Vortex4

Lab Music - szegvari

Main Menu Music - suonho

Download

Download
MacOS.zip 66 MB
Download
Windows.zip 58 MB

Comments

Log in with itch.io to leave a comment.

I like the modifications that you're proposing, nice job! The best advice that I can give you in terms of level design would be to make sure that each level has some sort of unique identifier. New types of challenges, enemies, obstacles, or powerups can massively help with this. Putting some time into playtesting and differentiating your levels (to figure out, from a player's perspective, how the level plays) can also give you some direction in how to design things.

How're you planning on making the new enemies function differently from the base ones? Will their stats be tweaked or have entirely new abilities? I'm excited to see what you come up with for your new player mechanic!