ABOUT THE GAME

"A game built on errors. Yes, you read that right!"

Play as a trash developer, striving to make the crappiest game ever.  Mix combinations of world/character errors, bring chaos and mayhem into this piece of software!  Don't worry, go ahead and play with variety of errors to create your own features. This is a crash-proof game... I hope.

Features:

  • Variety of Errors: Experiment with up to 16 unique errors that can break either the world or the player.
  • Unlock Trophies: Collect hidden trophies by utilizing error combinations.
  • Pixel Chaos: Explore a quirky, pixel-art world that’s as charming as it is unpredictable.

How to Play:

  • A: Move Left
  • D: Move Right
  • Space: Jump
  • Use either mouse/keyboard to navigate the UI

Think you can break the game?  Try it out and find all those medals!


PATCH NOTES V1.0 GAME JAM SUBMISSION DETAILS

  • Team Name: TBA Studio
  • Team Members:
    1. Alfred Jhonatan
    2. Christopher Tessy
    3. Dixon Willow
    4. Juan Carlos
    5. Vincent
Published 7 days ago
StatusIn development
PlatformsHTML5, Windows
AuthorTBA Studio
GenrePlatformer
Made withUnity
TagsPixel Art, Sandbox, Singleplayer

Download

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Click download now to get access to the following files:

Win64_I Am Trash Dev.zip 32 MB

Comments

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i am wondering how did you implemented all the different modificators to the level? Like if the collider should shift, does the colliders check if it needs to do so, or there is some kind of modificators manager, that executes modifier's logic, like 'shift all colliders' ? Also achievements, like every achievent checks if it's complited? 

(2 edits)

We used ScriptableObjects. it stores boolean datas to check if the world/player error is turned on. Then we have our scripts read this ScriptableObject to enable the necessary logics.

For example my PlayerMovement.cs checks if the Input Lag is enabled by reading the ScriptableObject. If it's enabled, it will apply the logic to basically add delays to my movement inputs.

Same goes for achievements, we have a ScriptableObject that stores boolean data for all achievements. Then we have a manager script to modify those data if the player completed the required task.