Chimera
CONTROLS:
Arrow keys to moce
LShift to move slowly
Z to knock
X to change forms
C to use special ability
C to select on menus
Special Abilities:
Lizard -- prevents movement, but makes the lizard completely hidden.
Bird -- grants a short burst of speed.
Salamander -- moves faster than other animals, but has no special abilities
Porcupine -- Throws a quill to distract enemies. Quills go over obstacles.
Made by Pandavenger and Sapling
used the A* Pathfinding Project by Aron Granburg.
Comments
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I love the variety of game mechanics and strategy you can employ in this game. The switching between the abilities is done very well and I also think the art style is cool! Very interested in hearing your thoughts on using the A* Pathfinding vs the pathfinding provided by Unity.
Thanks! The main reason we used the A* Pathfinding Project over Unity's inbuilt pathfinding is because the A* Pathfinding Project was more robust and easy to use for a 2D map. Unity's pathfinder needed a bit of tinkering to get it to work in 2D, and the A* Pathfinding Project was extremely easy to use and had a lot of options for messing with the paths.
I love how the music changes depending on your situation! And the switching between characters idea is so cool for a stealth game - I really found the bird, salamander, and lizard really usefull. However, I didn't really understand the usefullness of knocking, or distracting robots with the Porcupine's quills. The art is really well done, and I especially love the effect when you switch between characters and the animation for the lizard's camoflague ability. It was a little annoying that you didn't get your health back when you went back to your last save, so I was stuck with 1 health after the first level, but it was a really cool idea, and really well executed too!