Yina The Most Fina
Introducing Yina The Most Fina!
Disrupt your colleagues' work, fill the "party meter" (Recochometro) before time runs out, and throw an office party to capture a group photo. But beware – if the boss catches you bothering others, you'll get fired immediately!
Controls:
W, A, S, D or Arrow Keys: Move Player
E Key: Interact with elements
About the Game:
Made for the Global Game Jam in Colombia Hosted for Tan Grande y Jugando
Credits:
- Project Manager: Juan David Gonzalez Dimaté
- Unity Programmer: Johan Herreño
- Sound Design & Music Composer: Nicolas "Chamars" Camargo
- 2D Animator & Level Designer: Oscar "Osqui" Pinedo
- Character Designer: Wilian Cupitra
- UI/UX Designer: Alexandra Ramirez
Behind the Laughs: Creator Experience
- Osqui:
"The biggest challenge I faced in this Game Jam was learning to use digital teamwork tools such as Github or ClickUp. However, with the support and mentorship of my team, I was able to learn them. Additionally, making people laugh was a challenge since humor is subjective. Nevertheless, we managed to reach a consensus and portray a prankster with a serious demeanor, allowing for unexpected and humorous moments."
- Chamars:
"This Game Jam posed a unique challenge with its theme centered around making people laugh. The difficulty lay in the diverse nature of humor, considering everyone finds different things amusing. Now, just imagine the difficulty of crafting sounds that not only complement the gameplay seamlessly while maintaining a distinct style but also avoid being overly disruptive or exaggerated in their comedic elements. By staying closely connected with my team, attentively listening to their ideas, and understanding their vision for each game mechanic, I was able to create sounds that not only respected the game and its audience but also retained its originality."
- Wilian:
"This was my first Game Jam, I faced a challenge. It was my initial experience working in a group on a project like a video game. Despite differing perspectives, we successfully integrated numerous ideas, ranging from shaping the game's visual identity to addressing aspects like sound and humor (despite the challenges posed by differing comedic tastes). Our brainstorming sessions allowed us to create a setting and environment that might have been challenging to explore and parody."
- Johan:
"My biggest programming challenge was related to the enemy, specifically designing its pathfinding. While I already had experience with it, the challenge was that it was in 2D, and the tool I usually use is primarily designed for 3D. Therefore, I had to learn to use A* Pathfinding, which turned out to be a valuable tool for me, and one I will consider in future projects. As a team, we had to brainstorm how to incorporate the theme of the jam, organize ourselves, integrate various assets to match the artist's or musician's vision, and, finally, always keep in mind our goal of achieving a minimum viable product."
- Alexandra:
"This is my first game jam, and my main challenge in UI/UX was the fact that I wasn't very familiar with the field of video games. Fortunately, I found a great team to work with, and we managed to produce a good product. Overall, it has been a great experience."
Comments
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Está muy genial el juego, me encantó! la emoción que se siente para huir del jefe es muy emocionante, el arte, la personalización de su página de itch, tomo muy cool. Felicitaciones!!
Muchas gracias Andrea por tu comentario!
Gracias! De verdad que me causa mucha alegría tu comentario