Get Off My Garden


Play for free here: https://store.steampowered.com/app/5007150/Get_Off_My_Garden/
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Get Off My Garden is a short FPS movement shooter based around enemy scaling with the player and a roguelike take on growing your own weapons and using those weapons to upgrade and fight back against CorpoRobots.

This game was a solo project where I went through the entire steam production pipeline to make a game that is both easy to run and easy to pick up.

Map layout in engine

Map in game

The premise of the map is to train your enemies and move around them quickly bopping and weaving through them. This is aided by two tools given to the player, the secondary shotgun and a quick stamina based dash. The shotgun can be used to give the player a height boost when aimed at the ground and in the air, and the dash fills the roll of a quick movement tool designed to prevent getting surrounded.

The map design is entirely something else, when the player starts the night to grow their weapons 4 spawners from each side of the map will spawn in enemies, whose stats and time between spawn get stronger as the player goes through more nights, as to prevent the player from easily out scaling the enemies.

Since the map can support a training enemies around and just going in circles, there are 2 features that displace that strategy. Fences and Hay Bails placed around the map to catch the player off guard, though there is a UI feature that alerts the player they have backed up into an object with a flash of red at the bottom of the screen, and the use that while in the air, the enemies have a slower time to move to player location.


Enemy model in game

Enemy model in engine

Every asset, aside from sound, was made by me. This made me have to focus on producing easy but memorable art assets and Blueprints so that the game would run on anything while still being able to catch the player's eye.

Textures

3D models

In game clip

Overall this experience taught me the entire production pipeline first hand, relying on myself and how I could trouble shoot and build new problem solving patterns in my own way.