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Our April 2015 Ludum Dare entry!
Here's some captures from just now - after Ludum Dare we spent some more time working on the game so we could show it off with some other PIGSquad developers at an Intel conference. Mainly we added a bunch of unnecessarily gross blood, screen zoom/shake, and status effects like "Poisoned!" and "Rabies!" (rabies is actually a power-up in the game and just makes you faster). We worked super hard to get it ready to the point where I was programming in the car on the way there. Unfortunately we didn't get a lot of visitors because our room was sort of far away and nobody knew we were there, but it was worth the trip anyway because we played a bunch of Portland-made games like Hard Lander and Zero Zen (both really addictive local 4-player games), as well as a very promising work-in-progress game called Super Splataclysm in which you run around chopping pixellated heads off.
Anyway, screenies (this is just me messing around so the other characters just stand there):
I am really happy with the way animals move in this game (which was all the work of Jack & Terence). You can see a bunch of tearing of joints though - still not sure how to get Unity to stop doing that. Anyway, this game is pretty fun to just mess around in but I think it needs one or two more competitive elements to make it all it can be - currently it's just sort of a free-for-all. Not that it's a problem.
In this game you attempt to coerce animals into mauling your friends. We (well, I) had a lot of problems getting the physics to work consistently (Unity needs a 2D revolute joint) so it was not as finished as we would have liked, but still a fun time. It sucks when you're so busy trying to get your game workable that you don't get to see what anybody else did! Urban Airship hosted PIGSquad's chapter of the April 2015 Ludum Dare jam - the theme was "An Unconventional Weapon".