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Lock Goblin
"Lock Goblin" is an asymmetrical co-op puzzle platformer about picking complicated locks! One player is the locksmith, responsible for using an array of tools to aid the other player, the goblin, who maneuvers inside the lock, pushing down pins. Together through cleverness and skill, they can pick any lock!
This was another project developed during a "rapid-prototyping" class, in about 4 weeks. However, this was a project that I personally felt was quite flawed very early on into its conception, making working on it incredibly difficult for me early on. Even with this, I honestly had such a good team that I was able to work through my personal difficulties and still ultimately land on a fun prototype.
So, my issue? It was the asymmetry. The goblin's role is pretty straightforward: Do some (admittedly sticky feeling) platforming. The locksmith on the other hand had a significantly less important role: Act as a platform or utility tool when needed. This meant that the goblin was usually engaging with the experience the whole time, while the locksmith spent a good amount of time just watching. Over the course of the prototype, we were not able to truly find a solution to this issue, and that's where this project falls flat the most in my opinion.
Alright, the good? Well, for one, much of my time on this project was UI programming, and making the locksmith's controls + mechanics work. I actually like this UI a decent bit, and combined with Hayden Huber's silly artstyle, the game holds a pretty memorable appearance in my mind. The UI is far from perfect, some assets don't align properly, and a lot of text is difficult to read, for the very basics. But for me at the time, it was a pretty large achievement!
I also got to witness the rest of my team learn and improve in real time. Our producer finally started finding their footing AS a producer during this prototype. Our level designer went through so many iterations, making me wish I had them on my team while I was developing SRPOS (I wish that game had more levels)! And our artist, of course, had his first break into a game-making class, and got to use the tools he was comfortable with alongside Unity. I did a lot of facilitation during this project, trying to help everyone find their place while working.
I really liked this team and the experience I had working on this project much more than the project itself. And honestly? That's okay with me. Here's the team:
- Christian Young
- Adam Garwacki
- Hayden Huber







