A downloadable game for Windows and macOS

Park Peril is a 3 level game where a player runs across three garden themed maps with doors, locks, and enemies waiting to dig their grave.  Point and click to guide the player around the map and keep them safe and alive. The objective is to collect all the keys and make it to the final door.

The development of this game focuses on familiarizing with pathfinding and NavMesh in Unity.


Controls:

Left Click - Move

Right Click - Shoot

Space  - Throw Bomb

R + Move Mouse - Rotate Camera


Assets Credits:

Low Poly Weapons VOL.1 by Simon Mercuzot

Gardening Tools Pack - 26 PBR objects

Unity Particle Pack

Free 2D Cartoon Parallax Background


Audio Credits:

mag in by nettimato

Handgun Clip in by Jackjan

Coin Pickup by Phenala

Sound Effects from Pixabay


Download

Download
Park Peril (Adventure Game) Windows Build.zip 41 MB
Download
Park Peril (Adventure Game) MacOS Build.zip 50 MB

Comments

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I'm not sure what's wrong with my game, but I couldn't figure out why the keys weren't working. I couldn't attack or throw bombs and found no way of doing anything besides being attacked without much feedback lol. The only key that did work was the 'R' to rotate. I did like the garden art though.

I thought the game was interesting. One change I would make would be to alter the position of the health bar so its more clear instead of being at the corner of one side of the screen. Maybe put it in the center at the top? I thought the level design was a little bit unclear, it was hard to tell where to go next. I liked how you could choose your own name, though I feel like there wasn't much of an impact with its inclusion.

Over all, I think that the game was great. I like the aesthetics of the levels, especially the night level. I thought the lighting there worked very well. I think that a bit more player feedback would have been nice for different things, like taking damage.

The park map layout is cool but I think the model of player and enemy needs changing. I like the attack mode of throwing bombs at enemies. But I think the enemied' AI can be be optimized: they can stop chasing when the player and the enemy have a large distance. Overall, it's a good game!

I wasn't able to find any keys and just spent 5 minutes getting  chased around by gardeners in the front lawn of some house. The game didn't give any direction and could be greatly improved with some guidance as to what I needed to do. But it does have pitchforks, so 10/10

I liked that we could put down a player name and the levels looked will detailed. The player and enemy need models and a way to tell the player what button do something is needed. I didn't know you had to use r to rotate the camera for a bit but it was a good feature. The grenades were fun to use while the gun felt really weak and unnecessary since the grenades were much stronger and had unlimited ammo. Also something to tell the player what they're supposed to do would be helpful.

I like the second level's aesthetic a lot, the lighting is really nice. The game is fun! It's satisfying to group up a bunch of enemies and chuck bombs at them and watch them all explode. The gun felt a bit useless, compared to the bomb it felt like it did no damage and there was no point to use it. Maybe adding a limit to how many bombs you have per level and buffing the damage of the gun would help? I also think some sounds to go along with shooting and throwing the bombs would be a nice touch. Awesome job!

I wish there was a UI feedback to show your input click was pressed for the ground. I thought I had to hold my mouse. The AI have weird FOV and I didn't know they could be damaged due to no feedback. They also can't hurt you once they touch you once. After that, no damage is taken so it seems to be a collision thing. Nice work. The core gameplay works and it was fun finding keys. The first key was a bit hard due to the Navmesh path being blocked by the environment.

The weapon switching mechanic was pretty cool! One thing I'd have to say is that the way the enemies would clump together on top of each other was a little visually jarring. I might suggest making it so that the enemies bounce off of each other or prevent overlapping/clipping of their models in some way. Nice work!

I do like the dynamic you have with choosing between two different weapon types, and i really like how the game looks as a whole. I thought the sound effects were also really cool, but I would've liked more of them, maybe with each shot, an enemy taking damage, and the player taking damage

I like the night level, the lighting is a lot nice than when I have tried to do something similar. I remember hearing something about garden gnomes going rouge and I think it would've added a lot of character to the game if the enemies were just tiny gnome models with knives or pitchforks.

I like the aesthetic of the garden as well as the mechanic of multiple ways to attack (either shooting or bombing). That diversity in choice is really cool.