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Pogo Me Home!

Solo Developed by me
Unity 3D C#

Play as a Rigidbody Pogo Stick in a number of Puzzle Rooms. Vaguely Portal Themed.
See Code on Github

Starting out as a glitch in a Sonic(ish) platformer demo I was attempting, I'd accidentally created a player that would bounce and rotate freely around all three dimensions. This inspired to look at how I could make a game around this concept.

This led to me starting with a basic character controller and just experimenting with the game and ideas in a playground with a Museum and Zoo concept that I shared with friends to get a feel for where I should take it.

Pogo_-_Pogo_-_Windows_Mac_Linux_-_Unity_2022.3.49f1___DX11__2024-11-28_16-30-25

Pogo_-_Pogo_-_Windows_Mac_Linux_-_Unity_2022.3.49f1___DX11__2024-11-28_16-30-25

Pogo_-_Pogo_-_Windows_Mac_Linux_-_Unity_2022.3.49f1___DX11__2024-11-26_14-33-58

Pogo_-_Pogo_-_Windows_Mac_Linux_-_Unity_2022.3.49f1___DX11__2024-11-26_14-33-58

Eventually I settled on a Portal style puzzle concept, and took to designing rooms and some extra props for the mechanics. I expressly tried to create the player around the ability to express mobility and physicality. It's a hard control scheme to start with, but it feels really rewarding to get a hang of, maybe a bit like snake pass

The player is a Rigidbody and is managed entirely through forces. You can pickup objects and depress buttons with your weight, or the weight of other objects. I had a lot of fun experimenting with different objects and gameplay mechanics, but definitely realised how much work I'd actually given myself half way through. I'm really proud of designing and creating the entire game, from 3D modelling, Level Design and all the game Code. I'd love to take something like this further, but in hindsight a less linear design would probably have worked better for this game.

Either or, this was a really liberating and fun experience. Experimenting with different methods of play in this game really reinvigorated my love of games and creating.

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