Garbage Chute Carpenter: 2D Building-Survival Game

06/04/2025

Fern The Bunny

Overview

In this 2D Building-Survival Game you play as a carpenter, and somehow someway you fell through a garbage chute and find yourself in a landfill with weird Roomba robots trying to clean the trash and kill ... you! You must find the exit (there is more than one) and escape! Your only resource is a limited supply of wood, which can be used to throw at those dealy Roomba robots or to build doors through the trash. Will you survive?

Movement: WASD/Arrow Keys;

Door Build: Movement Direction + Adjacent to a Wall Tile + Pressing Left Mouse Button;

Wood Throw: Movement Direction + Pressing Right Mouse Button.

Everything done by me (sorry for the color on the walking tiles XD, I didn't have time to change them), except for the background music.

To play the game use the following link: Itch.io Garbage Chute Carpenter Game Page.

This was developed during a weekend for the Mini Jame Gam #41 GameJam.

Game Choices

You can run, build doors through walls and throw sticks of wood directly at the roomba enemies, but you must me careful to manage your total wood, because it is a limited resource. Death means restarting.

Doors, enemies and part of map

The enemies patrol between a sequence of waypoints, and every frame check if the player is in range, and if they are they raycast a line between the player and themselves - if no walls are between them they then begin chasing the player, only leaving if the player breaks line of sight to go back to their patrol. There is also one larger variant of this enemy in one part of the map.

If the players reach the exits the level ends.

Game Design (Level Design)

This time I didn't have as much time to create the map in too much detail, but it still is somewhat partitioned into different gameplay areas, with 4 possible exits throughout the map.

World Map

In the center the tutorial zone, then 3 core areas, the left maze with one exit in it, the right section with a different layout and two exits (one being hidden through many blocked tiles - it is there as a cheecky reward for those who explore the map), and the bottom area which disregard the door feature and is all about killing and fleeing from hundreds of enemies to reach the exit there. This way I have two main areas with a mix of both core features, one which focuses more on the combat, and the remaining areas being a bit of one or the other (and without featuring exits).

Game Development

This was developed over the course of about 8 hours, and the development was is based on tilemaps to detect the different tile types. This time I also took the liberty of creating both the sprites for everything and all the sound effects, however the background music is an external asset. The main scripts are a player script (that controlls the main character movement, and the 2 core abilities - building doors and throwing wood), a general script for AI movement, another for detecting if the player is in range.

Conclusion

Last week I'd developed a 2D game, and this week I wanted to further challenge myself by making a smoother game, with me doing as much as I could (and only ended up using the external asset for the background music, so I'll call it a success). I also feel I made the enemies better suited and thematic this time around.